463 lines
14 KiB
C++
463 lines
14 KiB
C++
#include "PlayerSubordinates.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 <phosg/Filesystem.hh>
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#include <phosg/Hash.hh>
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#include <stdexcept>
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#include "ItemData.hh"
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#include "Loggers.hh"
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#include "PSOEncryption.hh"
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#include "StaticGameData.hh"
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#include "Text.hh"
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#include "Version.hh"
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FileContentsCache player_files_cache(300 * 1000 * 1000);
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void PlayerDispDataDCPCV3::enforce_lobby_join_limits(GameVersion target_version) {
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if ((target_version == GameVersion::PC) || (target_version == GameVersion::DC)) {
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// V1/V2 have fewer classes, so we'll substitute some here
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if (this->visual.char_class == 11) {
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this->visual.char_class = 0; // FOmar -> HUmar
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} else if (this->visual.char_class == 10) {
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this->visual.char_class = 1; // RAmarl -> HUnewearl
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} else if (this->visual.char_class == 9) {
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this->visual.char_class = 5; // HUcaseal -> RAcaseal
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}
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// V1/V2 has fewer costumes, so substitute them here too
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this->visual.costume %= 9;
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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->visual.char_class > 8) {
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this->visual.extra_model = 0;
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this->visual.v2_flags |= 2;
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}
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this->visual.version = 2;
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}
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}
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void PlayerDispDataBB::enforce_lobby_join_limits(GameVersion) {
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this->play_time = 0;
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}
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PlayerDispDataBB PlayerDispDataDCPCV3::to_bb() const {
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PlayerDispDataBB bb;
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bb.stats = this->stats;
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bb.visual = this->visual;
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bb.visual.name = " 0";
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bb.name = this->visual.name;
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bb.config = this->config;
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bb.technique_levels_v1 = this->technique_levels_v1;
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return bb;
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}
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PlayerDispDataDCPCV3 PlayerDispDataBB::to_dcpcv3() const {
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PlayerDispDataDCPCV3 ret;
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ret.stats = this->stats;
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ret.visual = this->visual;
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ret.visual.name = this->name;
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remove_language_marker_inplace(ret.visual.name);
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ret.config = this->config;
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ret.technique_levels_v1 = this->technique_levels_v1;
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return ret;
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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->stats.level;
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pre.experience = this->stats.experience;
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pre.visual = this->visual;
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pre.name = this->name;
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pre.play_time = this->play_time;
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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->stats.level = pre.level;
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this->stats.experience = pre.experience;
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this->visual = pre.visual;
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this->name = pre.name;
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}
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void PlayerDispDataBB::apply_dressing_room(const PlayerDispDataBBPreview& pre) {
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this->visual.name_color = pre.visual.name_color;
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this->visual.extra_model = pre.visual.extra_model;
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this->visual.unknown_a3 = pre.visual.unknown_a3;
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this->visual.section_id = pre.visual.section_id;
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this->visual.char_class = pre.visual.char_class;
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this->visual.v2_flags = pre.visual.v2_flags;
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this->visual.version = pre.visual.version;
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this->visual.v1_flags = pre.visual.v1_flags;
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this->visual.costume = pre.visual.costume;
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this->visual.skin = pre.visual.skin;
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this->visual.face = pre.visual.face;
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this->visual.head = pre.visual.head;
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this->visual.hair = pre.visual.hair;
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this->visual.hair_r = pre.visual.hair_r;
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this->visual.hair_g = pre.visual.hair_g;
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this->visual.hair_b = pre.visual.hair_b;
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this->visual.proportion_x = pre.visual.proportion_x;
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this->visual.proportion_y = pre.visual.proportion_y;
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this->name = pre.name;
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}
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void GuildCardBB::clear() {
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this->guild_card_number = 0;
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this->name.clear(0);
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this->team_name.clear(0);
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this->description.clear(0);
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this->present = 0;
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this->language = 0;
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this->section_id = 0;
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this->char_class = 0;
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}
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void GuildCardEntryBB::clear() {
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this->data.clear();
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this->unknown_a1.clear(0);
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}
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uint32_t GuildCardFileBB::checksum() const {
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return crc32(this, sizeof(*this));
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}
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void PlayerBank::load(const string& filename) {
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*this = player_files_cache.get_obj_or_load<PlayerBank>(filename).obj;
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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, bool save_to_filesystem) const {
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player_files_cache.replace(filename, this, sizeof(*this));
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if (save_to_filesystem) {
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save_file(filename, this, sizeof(*this));
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}
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}
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void PlayerLobbyDataPC::clear() {
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this->player_tag = 0;
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this->guild_card = 0;
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this->ip_address = 0;
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this->client_id = 0;
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ptext<char16_t, 0x10> name;
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}
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void PlayerLobbyDataDCGC::clear() {
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this->player_tag = 0;
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this->guild_card = 0;
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this->ip_address = 0;
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this->client_id = 0;
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ptext<char, 0x10> name;
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}
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void XBNetworkLocation::clear() {
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this->internal_ipv4_address = 0;
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this->external_ipv4_address = 0;
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this->port = 0;
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this->mac_address.clear(0);
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this->unknown_a1.clear(0);
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this->account_id = 0;
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this->unknown_a2.clear(0);
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}
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void PlayerLobbyDataXB::clear() {
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this->player_tag = 0;
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this->guild_card = 0;
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this->netloc.clear();
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this->client_id = 0;
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this->name.clear(0);
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}
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void PlayerLobbyDataBB::clear() {
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this->player_tag = 0;
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this->guild_card = 0;
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this->ip_address = 0;
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this->unknown_a1.clear(0);
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this->client_id = 0;
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this->name.clear(0);
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this->unknown_a2 = 0;
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}
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PlayerRecordsBB_Challenge::PlayerRecordsBB_Challenge(const PlayerRecordsDC_Challenge& rec)
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: title_color(rec.title_color),
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unknown_u0(rec.unknown_u0),
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times_ep1_online(rec.times_ep1_online),
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times_ep2_online(0),
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times_ep1_offline(0),
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unknown_g3(rec.unknown_g3),
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grave_deaths(rec.grave_deaths),
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unknown_u4(0),
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grave_coords_time(rec.grave_coords_time),
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grave_team(rec.grave_team),
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grave_message(rec.grave_message),
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unknown_m5(0),
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unknown_t6(0),
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rank_title(encrypt_challenge_rank_text(decode_sjis(decrypt_challenge_rank_text(rec.rank_title)))),
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unknown_l7(0) {}
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PlayerRecordsBB_Challenge::PlayerRecordsBB_Challenge(const PlayerRecordsPC_Challenge& rec)
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: title_color(rec.title_color),
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unknown_u0(rec.unknown_u0),
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times_ep1_online(rec.times_ep1_online),
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times_ep2_online(0),
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times_ep1_offline(0),
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unknown_g3(rec.unknown_g3),
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grave_deaths(rec.grave_deaths),
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unknown_u4(0),
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grave_coords_time(rec.grave_coords_time),
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grave_team(rec.grave_team),
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grave_message(rec.grave_message),
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unknown_m5(0),
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unknown_t6(0),
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rank_title(rec.rank_title),
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unknown_l7(0) {}
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PlayerRecordsBB_Challenge::PlayerRecordsBB_Challenge(const PlayerRecordsV3_Challenge<false>& rec)
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: title_color(rec.stats.title_color),
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unknown_u0(rec.stats.unknown_u0),
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times_ep1_online(rec.stats.times_ep1_online),
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times_ep2_online(rec.stats.times_ep2_online),
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times_ep1_offline(rec.stats.times_ep1_offline),
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unknown_g3(rec.stats.unknown_g3),
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grave_deaths(rec.stats.grave_deaths),
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unknown_u4(rec.stats.unknown_u4),
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grave_coords_time(rec.stats.grave_coords_time),
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grave_team(rec.stats.grave_team),
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grave_message(rec.stats.grave_message),
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unknown_m5(rec.stats.unknown_m5),
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unknown_t6(rec.stats.unknown_t6),
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rank_title(encrypt_challenge_rank_text(decode_sjis(decrypt_challenge_rank_text(rec.rank_title)))),
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unknown_l7(rec.unknown_l7) {}
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PlayerRecordsBB_Challenge::operator PlayerRecordsDC_Challenge() const {
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PlayerRecordsDC_Challenge ret;
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ret.title_color = this->title_color;
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ret.unknown_u0 = this->unknown_u0;
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ret.rank_title = encrypt_challenge_rank_text(encode_sjis(decrypt_challenge_rank_text(this->rank_title)));
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ret.times_ep1_online = this->times_ep1_online;
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ret.unknown_g3 = 0;
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ret.grave_deaths = this->grave_deaths;
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ret.grave_coords_time = this->grave_coords_time;
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ret.grave_team = this->grave_team;
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ret.grave_message = this->grave_message;
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ret.times_ep1_offline = this->times_ep1_offline;
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ret.unknown_l4.clear(0);
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return ret;
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}
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PlayerRecordsBB_Challenge::operator PlayerRecordsPC_Challenge() const {
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PlayerRecordsPC_Challenge ret;
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ret.title_color = this->title_color;
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ret.unknown_u0 = this->unknown_u0;
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ret.rank_title = this->rank_title;
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ret.times_ep1_online = this->times_ep1_online;
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ret.unknown_g3 = 0;
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ret.grave_deaths = this->grave_deaths;
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ret.grave_coords_time = this->grave_coords_time;
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ret.grave_team = this->grave_team;
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ret.grave_message = this->grave_message;
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ret.times_ep1_offline = this->times_ep1_offline;
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ret.unknown_l4.clear(0);
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return ret;
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}
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PlayerRecordsBB_Challenge::operator PlayerRecordsV3_Challenge<false>() const {
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PlayerRecordsV3_Challenge<false> ret;
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ret.stats.title_color = this->title_color;
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ret.stats.unknown_u0 = this->unknown_u0;
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ret.stats.times_ep1_online = this->times_ep1_online;
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ret.stats.times_ep2_online = this->times_ep2_online;
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ret.stats.times_ep1_offline = this->times_ep1_offline;
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ret.stats.unknown_g3 = this->unknown_g3;
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ret.stats.grave_deaths = this->grave_deaths;
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ret.stats.unknown_u4 = this->unknown_u4;
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ret.stats.grave_coords_time = this->grave_coords_time;
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ret.stats.grave_team = this->grave_team;
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ret.stats.grave_message = this->grave_message;
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ret.stats.unknown_m5 = this->unknown_m5;
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ret.stats.unknown_t6 = this->unknown_t6;
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ret.rank_title = encrypt_challenge_rank_text(encode_sjis(decrypt_challenge_rank_text(this->rank_title)));
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ret.unknown_l7 = this->unknown_l7;
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return ret;
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}
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PlayerInventory::PlayerInventory()
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: num_items(0),
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hp_materials_used(0),
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tp_materials_used(0),
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language(0) {}
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void PlayerBank::add_item(const ItemData& item) {
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uint32_t pid = item.primary_identifier();
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if (pid == MESETA_IDENTIFIER) {
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this->meseta += item.data2d;
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if (this->meseta > 999999) {
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this->meseta = 999999;
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}
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return;
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}
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size_t combine_max = item.max_stack_size();
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if (combine_max > 1) {
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size_t y;
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for (y = 0; y < this->num_items; y++) {
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if (this->items[y].data.primary_identifier() == item.primary_identifier()) {
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break;
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}
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}
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if (y < this->num_items) {
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this->items[y].data.data1[5] += item.data1[5];
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if (this->items[y].data.data1[5] > combine_max) {
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this->items[y].data.data1[5] = combine_max;
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}
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this->items[y].amount = this->items[y].data.data1[5];
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return;
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}
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}
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if (this->num_items >= 200) {
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throw runtime_error("bank is full");
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}
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auto& last_item = this->items[this->num_items];
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last_item.data = item;
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last_item.amount = (item.max_stack_size() > 1) ? item.data1[5] : 1;
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last_item.present = 1;
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this->num_items++;
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}
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ItemData PlayerBank::remove_item(uint32_t item_id, uint32_t amount) {
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ItemData ret;
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if (item_id == 0xFFFFFFFF) {
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if (amount > this->meseta) {
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throw out_of_range("player does not have enough meseta");
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}
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ret.data1[0] = 0x04;
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ret.data2d = amount;
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this->meseta -= amount;
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return ret;
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}
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size_t index = this->find_item(item_id);
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auto& bank_item = this->items[index];
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if (amount && (bank_item.data.stack_size() > 1) && (amount < bank_item.data.data1[5])) {
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ret = bank_item.data;
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ret.data1[5] = amount;
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bank_item.data.data1[5] -= amount;
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bank_item.amount -= amount;
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return ret;
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}
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ret = bank_item.data;
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this->num_items--;
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for (size_t x = index; x < this->num_items; x++) {
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this->items[x] = this->items[x + 1];
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}
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auto& last_item = this->items[this->num_items];
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last_item.amount = 0;
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last_item.present = 0;
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last_item.data.clear();
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return ret;
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}
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size_t PlayerInventory::find_item(uint32_t item_id) const {
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for (size_t x = 0; x < this->num_items; x++) {
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if (this->items[x].data.id == item_id) {
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return x;
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}
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}
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throw out_of_range("item not present");
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}
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size_t PlayerInventory::find_equipped_weapon() const {
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ssize_t ret = -1;
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for (size_t y = 0; y < this->num_items; y++) {
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if (!(this->items[y].flags & 0x00000008)) {
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continue;
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}
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if (this->items[y].data.data1[0] != 0) {
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continue;
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}
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if (ret < 0) {
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ret = y;
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} else {
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throw runtime_error("multiple weapons are equipped");
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}
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}
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if (ret < 0) {
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throw out_of_range("no weapon is equipped");
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}
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return ret;
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}
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size_t PlayerInventory::find_equipped_armor() const {
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ssize_t ret = -1;
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for (size_t y = 0; y < this->num_items; y++) {
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if (!(this->items[y].flags & 0x00000008)) {
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continue;
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}
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if (this->items[y].data.data1[0] != 1 || this->items[y].data.data1[1] != 1) {
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continue;
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}
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if (ret < 0) {
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ret = y;
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} else {
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throw runtime_error("multiple armors are equipped");
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}
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}
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if (ret < 0) {
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throw out_of_range("no armor is equipped");
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}
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return ret;
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}
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size_t PlayerInventory::find_equipped_mag() const {
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ssize_t ret = -1;
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for (size_t y = 0; y < this->num_items; y++) {
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if (!(this->items[y].flags & 0x00000008)) {
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continue;
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}
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if (this->items[y].data.data1[0] != 2) {
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continue;
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}
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if (ret < 0) {
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ret = y;
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} else {
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throw runtime_error("multiple mags are equipped");
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}
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}
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if (ret < 0) {
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throw out_of_range("no mag is equipped");
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}
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return ret;
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}
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size_t PlayerBank::find_item(uint32_t item_id) {
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for (size_t x = 0; x < this->num_items; x++) {
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if (this->items[x].data.id == item_id) {
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return x;
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}
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}
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throw out_of_range("item not present");
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}
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void SavedPlayerDataBB::print_inventory(FILE* stream) const {
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fprintf(stream, "[PlayerInventory] Meseta: %" PRIu32 "\n", this->disp.stats.meseta.load());
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fprintf(stream, "[PlayerInventory] %hhu items\n", this->inventory.num_items);
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for (size_t x = 0; x < this->inventory.num_items; x++) {
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const auto& item = this->inventory.items[x];
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auto name = item.data.name(false);
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auto hex = item.data.hex();
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fprintf(stream, "[PlayerInventory] %zu: %s (%s)\n", x, hex.c_str(), name.c_str());
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}
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}
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