703 lines
21 KiB
C++
703 lines
21 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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using namespace std;
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// originally there was going to be a language-based header, but then I decided against it.
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// these strings were already in use for that parser, so I didn't bother changing them.
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#define PLAYER_FILE_SIGNATURE "newserv player file format; 10 sections present; sequential;"
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#define ACCOUNT_FILE_SIGNATURE "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 still not a valid class, make them appear as the "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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// converts PC/GC player data to BB format
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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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// converts BB player data to PC/GC format
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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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// creates a player preview, which can then be sent to a BB client for character select
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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.item_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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void Player::import(const PSOPlayerDataPC& pc) {
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this->inventory = pc.inventory;
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this->disp = pc.disp.to_bb();
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// TODO: Add these fields to the existing structure so we can parse them
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// this->info_board = pc.info_board;
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// this->blocked_senders = pc.blocked_senders;
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// this->auto_reply = pc.auto_reply;
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}
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void Player::import(const PSOPlayerDataGC& gc) {
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this->inventory = gc.inventory;
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this->disp = gc.disp.to_bb();
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this->info_board = gc.info_board;
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this->blocked_senders = gc.blocked_senders;
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if (gc.auto_reply_enabled) {
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this->auto_reply = gc.auto_reply;
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} else {
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this->auto_reply.clear();
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}
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}
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void Player::import(const PSOPlayerDataBB& bb) {
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// Note: we don't copy the inventory and disp here because we already have
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// it (we sent the player data to the client in the first place)
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this->info_board = bb.info_board;
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this->blocked_senders = bb.blocked_senders;
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if (bb.auto_reply_enabled) {
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this->auto_reply = bb.auto_reply;
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} else {
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this->auto_reply.clear();
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}
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}
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PlayerBB Player::export_bb_player_data() const {
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PlayerBB bb;
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bb.inventory = this->inventory;
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bb.disp = this->disp;
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bb.unknown.clear();
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bb.option_flags = this->option_flags;
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bb.quest_data1 = this->quest_data1;
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bb.bank = this->bank;
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bb.serial_number = this->serial_number;
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bb.name = this->disp.name;
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bb.team_name = this->team_name;
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bb.guild_card_desc = this->guild_card_desc;
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bb.reserved1 = 0;
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bb.reserved2 = 0;
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bb.section_id = this->disp.section_id;
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bb.char_class = this->disp.char_class;
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bb.unknown3 = 0;
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bb.symbol_chats = this->symbol_chats;
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bb.shortcuts = this->shortcuts;
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bb.auto_reply = this->auto_reply;
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bb.info_board = this->info_board;
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bb.unknown5.clear();
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bb.challenge_data = this->challenge_data;
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bb.tech_menu_config = this->tech_menu_config;
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bb.unknown6.clear();
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bb.quest_data2 = this->quest_data2;
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bb.key_config = this->key_config;
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return bb;
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}
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////////////////////////////////////////////////////////////////////////////////
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// checksums the guild card file for BB player account data
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uint32_t compute_guild_card_checksum(const void* vdata, size_t size) {
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const uint8_t* data = reinterpret_cast<const uint8_t*>(vdata);
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uint32_t cs = 0xFFFFFFFF;
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for (size_t offset = 0; offset < size; offset++) {
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cs ^= data[offset];
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for (size_t y = 0; y < 8; y++) {
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if (!(cs & 1)) {
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cs = (cs >> 1) & 0x7FFFFFFF;
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} else {
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cs = ((cs >> 1) & 0x7FFFFFFF) ^ 0xEDB88320;
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}
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}
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}
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return (cs ^ 0xFFFFFFFF);
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}
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void Player::load_account_data(const string& filename) {
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SavedAccountBB account = load_object_file<SavedAccountBB>(filename);
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if (account.signature != ACCOUNT_FILE_SIGNATURE) {
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throw runtime_error("account data header is incorrect");
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}
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this->blocked_senders = account.blocked_senders;
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this->guild_cards = account.guild_cards;
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this->key_config = account.key_config;
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this->option_flags = account.option_flags;
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this->shortcuts = account.shortcuts;
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this->symbol_chats = account.symbol_chats;
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this->team_name = account.team_name;
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}
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void Player::save_account_data(const string& filename) const {
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SavedAccountBB account;
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account.signature = ACCOUNT_FILE_SIGNATURE;
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account.blocked_senders = this->blocked_senders;
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account.guild_cards = this->guild_cards;
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account.key_config = this->key_config;
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account.option_flags = this->option_flags;
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account.shortcuts = this->shortcuts;
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account.symbol_chats = this->symbol_chats;
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account.team_name = this->team_name;
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save_file(filename, &account, sizeof(account));
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}
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void Player::load_player_data(const string& filename) {
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SavedPlayerBB player = load_object_file<SavedPlayerBB>(filename);
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if (player.signature != PLAYER_FILE_SIGNATURE) {
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throw runtime_error("account data header is incorrect");
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}
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this->auto_reply = player.auto_reply;
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this->bank = player.bank;
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this->challenge_data = player.challenge_data;
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this->disp = player.disp;
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this->guild_card_desc = player.guild_card_desc;
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this->info_board = player.info_board;
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this->inventory = player.inventory;
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this->quest_data1 = player.quest_data1;
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this->quest_data2 = player.quest_data2;
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this->tech_menu_config = player.tech_menu_config;
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}
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void Player::save_player_data(const string& filename) const {
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SavedPlayerBB player;
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player.signature = PLAYER_FILE_SIGNATURE;
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player.preview = this->disp.to_preview();
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player.auto_reply = this->auto_reply;
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player.bank = this->bank;
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player.challenge_data = this->challenge_data;
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player.disp = this->disp;
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player.guild_card_desc = this->guild_card_desc;
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player.info_board = this->info_board;
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player.inventory = this->inventory;
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player.quest_data1 = this->quest_data1;
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player.quest_data2 = this->quest_data2;
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player.tech_menu_config = this->tech_menu_config;
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save_file(filename, &player, sizeof(player));
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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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static const unordered_map<uint32_t, uint32_t> combine_item_to_max({
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{0x030000, 10},
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{0x030001, 10},
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{0x030002, 10},
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{0x030100, 10},
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{0x030101, 10},
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{0x030102, 10},
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{0x030300, 10},
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{0x030400, 10},
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{0x030500, 10},
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{0x030600, 10},
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{0x030601, 10},
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{0x030700, 10},
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{0x030800, 10},
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{0x031000, 99},
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{0x031001, 99},
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{0x031002, 99},
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});
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const uint32_t meseta_identifier = 0x00000004;
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uint32_t ItemData::primary_identifier() const {
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return (this->item_data1[0] << 16) | (this->item_data1[1] << 8) | this->item_data1[2];
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}
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PlayerBankItem PlayerInventoryItem::to_bank_item() const {
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PlayerBankItem bank_item;
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bank_item.data = this->data;
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if (combine_item_to_max.count(this->data.primary_identifier())) {
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bank_item.amount = this->data.item_data1[5];
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} else {
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bank_item.amount = 1;
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}
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bank_item.show_flags = 1;
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return bank_item;
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}
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PlayerInventoryItem PlayerBankItem::to_inventory_item() const {
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|
PlayerInventoryItem item;
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item.data = this->data;
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if (item.data.item_data1[0] > 2) {
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item.equip_flags = 0x0044;
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} else {
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|
item.equip_flags = 0x0050;
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}
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item.equip_flags = 0x0001; // TODO: is this a bug?
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item.tech_flag = 0x0001;
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return item;
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|
}
|
|
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void Player::add_item(const PlayerInventoryItem& item) {
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uint32_t pid = item.data.primary_identifier();
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// is it meseta? then just add to the meseta total
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if (pid == meseta_identifier) {
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this->disp.meseta += item.data.item_data2d;
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if (this->disp.meseta > 999999) {
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this->disp.meseta = 999999;
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}
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return;
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}
|
|
|
|
// is it a combine item?
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|
try {
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uint32_t combine_max = combine_item_to_max.at(pid);
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|
|
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// is there already a stack of it in the player's inventory?
|
|
size_t y;
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for (y = 0; y < this->inventory.num_items; y++) {
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if (this->inventory.items[y].data.primary_identifier() == item.data.primary_identifier()) {
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|
break;
|
|
}
|
|
}
|
|
|
|
// if there's already a stack, add to the stack and return
|
|
if (y < this->inventory.num_items) {
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|
this->inventory.items[y].data.item_data1[5] += item.data.item_data1[5];
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if (this->inventory.items[y].data.item_data1[5] > combine_max) {
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|
this->inventory.items[y].data.item_data1[5] = combine_max;
|
|
}
|
|
return;
|
|
}
|
|
} catch (const out_of_range&) { }
|
|
|
|
// else, just add the item if there's room
|
|
if (this->inventory.num_items >= 30) {
|
|
throw runtime_error("inventory is full");
|
|
}
|
|
this->inventory.items[this->inventory.num_items] = item;
|
|
this->inventory.num_items++;
|
|
}
|
|
|
|
// adds an item to a bank
|
|
void PlayerBank::add_item(const PlayerBankItem& item) {
|
|
uint32_t pid = item.data.primary_identifier();
|
|
|
|
// is it meseta? then just add to the meseta total
|
|
if (pid == meseta_identifier) {
|
|
this->meseta += item.data.item_data2d;
|
|
if (this->meseta > 999999) {
|
|
this->meseta = 999999;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// is it a combine item?
|
|
try {
|
|
uint32_t combine_max = combine_item_to_max.at(pid);
|
|
|
|
// is there already a stack of it in the player's inventory?
|
|
size_t y;
|
|
for (y = 0; y < this->num_items; y++) {
|
|
if (this->items[y].data.primary_identifier() == item.data.primary_identifier()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if there's already a stack, add to the stack and return
|
|
if (y < this->num_items) {
|
|
this->items[y].data.item_data1[5] += item.data.item_data1[5];
|
|
if (this->items[y].data.item_data1[5] > combine_max) {
|
|
this->items[y].data.item_data1[5] = combine_max;
|
|
}
|
|
this->items[y].amount = this->items[y].data.item_data1[5];
|
|
return;
|
|
}
|
|
} catch (const out_of_range&) { }
|
|
|
|
// else, just add the item if there's room
|
|
if (this->num_items >= 200) {
|
|
throw runtime_error("bank is full");
|
|
}
|
|
this->items[this->num_items] = item;
|
|
this->num_items++;
|
|
}
|
|
|
|
void Player::remove_item(uint32_t item_id, uint32_t amount,
|
|
PlayerInventoryItem* item) {
|
|
|
|
// are we removing meseta? then create a meseta item
|
|
if (item_id == 0xFFFFFFFF) {
|
|
if (amount > this->disp.meseta) {
|
|
throw out_of_range("player does not have enough meseta");
|
|
}
|
|
if (item) {
|
|
memset(item, 0, sizeof(*item));
|
|
item->data.item_data1[0] = 0x04;
|
|
item->data.item_data2d = amount;
|
|
}
|
|
this->disp.meseta -= amount;
|
|
return;
|
|
}
|
|
|
|
// find this item
|
|
size_t index = this->inventory.find_item(item_id);
|
|
auto& inventory_item = this->inventory.items[index];
|
|
|
|
// is it a combine item, and are we removing less than we have of it?
|
|
// (amount == 0 means remove all of it)
|
|
if (amount && (amount < inventory_item.data.item_data1[5]) &&
|
|
combine_item_to_max.count(inventory_item.data.primary_identifier())) {
|
|
if (item) {
|
|
*item = inventory_item;
|
|
item->data.item_data1[5] = amount;
|
|
item->data.item_id = 0xFFFFFFFF;
|
|
}
|
|
inventory_item.data.item_data1[5] -= amount;
|
|
return;
|
|
}
|
|
|
|
// not a combine item, or we're removing the whole stack? then just remove the item
|
|
if (item) {
|
|
*item = inventory_item;
|
|
}
|
|
this->inventory.num_items--;
|
|
memcpy(&this->inventory.items[index], &this->inventory.items[index + 1],
|
|
sizeof(PlayerInventoryItem) * (this->inventory.num_items - index));
|
|
}
|
|
|
|
// removes an item from a bank. works just like RemoveItem for inventories; I won't comment it
|
|
void PlayerBank::remove_item(uint32_t item_id, uint32_t amount,
|
|
PlayerBankItem* item) {
|
|
|
|
// are we removing meseta? then create a meseta item
|
|
if (item_id == 0xFFFFFFFF) {
|
|
if (amount > this->meseta) {
|
|
throw out_of_range("player does not have enough meseta");
|
|
}
|
|
if (item) {
|
|
memset(item, 0, sizeof(*item));
|
|
item->data.item_data1[0] = 0x04;
|
|
item->data.item_data2d = amount;
|
|
}
|
|
this->meseta -= amount;
|
|
return;
|
|
}
|
|
|
|
// find this item
|
|
size_t index = this->find_item(item_id);
|
|
auto& bank_item = this->items[index];
|
|
|
|
// is it a combine item, and are we removing less than we have of it?
|
|
// (amount == 0 means remove all of it)
|
|
if (amount && (amount < bank_item.data.item_data1[5]) &&
|
|
combine_item_to_max.count(bank_item.data.primary_identifier())) {
|
|
if (item) {
|
|
*item = bank_item;
|
|
item->data.item_data1[5] = amount;
|
|
item->amount = amount;
|
|
}
|
|
bank_item.data.item_data1[5] -= amount;
|
|
bank_item.amount -= amount;
|
|
return;
|
|
}
|
|
|
|
// not a combine item, or we're removing the whole stack? then just remove the item
|
|
if (item) {
|
|
*item = bank_item;
|
|
}
|
|
this->num_items--;
|
|
memcpy(&this->items[index], &this->items[index + 1],
|
|
sizeof(PlayerBankItem) * (this->num_items - index));
|
|
}
|
|
|
|
size_t PlayerInventory::find_item(uint32_t item_id) {
|
|
for (size_t x = 0; x < this->num_items; x++) {
|
|
if (this->items[x].data.item_id == item_id) {
|
|
return x;
|
|
}
|
|
}
|
|
throw out_of_range("item not present");
|
|
}
|
|
|
|
size_t PlayerBank::find_item(uint32_t item_id) {
|
|
for (size_t x = 0; x < this->num_items; x++) {
|
|
if (this->items[x].data.item_id == item_id) {
|
|
return x;
|
|
}
|
|
}
|
|
throw out_of_range("item not present");
|
|
}
|
|
|
|
string filename_for_player_bb(const string& username, uint8_t player_index) {
|
|
return string_printf("system/players/player_%s_%hhu.nsc", username.c_str(),
|
|
static_cast<uint8_t>(player_index + 1));
|
|
}
|
|
|
|
string filename_for_bank_bb(const string& username, const std::string& bank_name) {
|
|
return string_printf("system/players/bank_%s_%s.nsb", username.c_str(),
|
|
bank_name.c_str());
|
|
}
|
|
|
|
string filename_for_class_template_bb(uint8_t char_class) {
|
|
return string_printf("system/blueburst/player_class_%hhu.nsc", char_class);
|
|
}
|
|
|
|
string filename_for_account_bb(const string& username) {
|
|
return string_printf("system/players/account_%s.nsa", username.c_str());
|
|
}
|