Files
psopeeps-newserv/src/Player.cc
T
2022-04-01 11:26:47 -07:00

703 lines
21 KiB
C++

#include "Player.hh"
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#include <stdexcept>
#include <phosg/Filesystem.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.
#define PLAYER_FILE_SIGNATURE "newserv player file format; 10 sections present; sequential;"
#define ACCOUNT_FILE_SIGNATURE "newserv account file format; 7 sections present; sequential;"
PlayerStats::PlayerStats() noexcept
: atp(0), mst(0), evp(0), hp(0), dfp(0), ata(0), lck(0) { }
PlayerDispDataPCGC::PlayerDispDataPCGC() 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 PlayerDispDataPCGC::enforce_pc_limits() {
// PC has 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 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;
}
// converts PC/GC player data to BB format
PlayerDispDataBB PlayerDispDataPCGC::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) { }
// converts BB player data to PC/GC format
PlayerDispDataPCGC PlayerDispDataBB::to_pcgc() const {
PlayerDispDataPCGC pcgc;
pcgc.stats.atp = this->stats.atp;
pcgc.stats.mst = this->stats.mst;
pcgc.stats.evp = this->stats.evp;
pcgc.stats.hp = this->stats.hp;
pcgc.stats.dfp = this->stats.dfp;
pcgc.stats.ata = this->stats.ata;
pcgc.stats.lck = this->stats.lck;
pcgc.unknown_a1 = this->unknown_a1;
pcgc.level = this->level;
pcgc.experience = this->experience;
pcgc.meseta = this->meseta;
pcgc.unknown_a2 = this->unknown_a2;
pcgc.name_color = this->name_color;
pcgc.extra_model = this->extra_model;
pcgc.unused = this->unused;
pcgc.name_color_checksum = this->name_color_checksum;
pcgc.section_id = this->section_id;
pcgc.char_class = this->char_class;
pcgc.v2_flags = this->v2_flags;
pcgc.version = this->version;
pcgc.v1_flags = this->v1_flags;
pcgc.costume = this->costume;
pcgc.skin = this->skin;
pcgc.face = this->face;
pcgc.head = this->head;
pcgc.hair = this->hair;
pcgc.hair_r = this->hair_r;
pcgc.hair_g = this->hair_g;
pcgc.hair_b = this->hair_b;
pcgc.proportion_x = this->proportion_x;
pcgc.proportion_y = this->proportion_y;
pcgc.name = remove_language_marker(this->name);
pcgc.config = this->config;
pcgc.technique_levels = this->technique_levels;
return pcgc;
}
// creates a player preview, which can then be sent to a BB client for character select
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 = 0; // TODO: Store this somewhere and return it here
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;
}
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) { }
GuildCardGC::GuildCardGC() noexcept
: player_tag(0), serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { }
GuildCardBB::GuildCardBB() noexcept
: serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { }
void PlayerBank::load(const string& filename) {
*this = load_object_file<PlayerBank>(filename);
for (uint32_t x = 0; x < this->num_items; x++) {
this->items[x].data.item_id = 0x0F010000 + x;
}
}
void PlayerBank::save(const string& filename) const {
save_file(filename, this, sizeof(*this));
}
void Player::import(const PSOPlayerDataPC& pc) {
this->inventory = pc.inventory;
this->disp = pc.disp.to_bb();
// TODO: Add these fields to the existing structure so we can parse them
// this->info_board = pc.info_board;
// this->blocked_senders = pc.blocked_senders;
// this->auto_reply = pc.auto_reply;
}
void Player::import(const PSOPlayerDataGC& gc) {
this->inventory = gc.inventory;
this->disp = gc.disp.to_bb();
this->info_board = gc.info_board;
this->blocked_senders = gc.blocked_senders;
if (gc.auto_reply_enabled) {
this->auto_reply = gc.auto_reply;
} else {
this->auto_reply.clear();
}
}
void Player::import(const PSOPlayerDataBB& bb) {
// Note: we don't copy the inventory and disp here because we already have
// it (we sent the player data to the client in the first place)
this->info_board = bb.info_board;
this->blocked_senders = bb.blocked_senders;
if (bb.auto_reply_enabled) {
this->auto_reply = bb.auto_reply;
} else {
this->auto_reply.clear();
}
}
PlayerBB Player::export_bb_player_data() const {
PlayerBB bb;
bb.inventory = this->inventory;
bb.disp = this->disp;
bb.unknown.clear();
bb.option_flags = this->option_flags;
bb.quest_data1 = this->quest_data1;
bb.bank = this->bank;
bb.serial_number = this->serial_number;
bb.name = this->disp.name;
bb.team_name = this->team_name;
bb.guild_card_desc = this->guild_card_desc;
bb.reserved1 = 0;
bb.reserved2 = 0;
bb.section_id = this->disp.section_id;
bb.char_class = this->disp.char_class;
bb.unknown3 = 0;
bb.symbol_chats = this->symbol_chats;
bb.shortcuts = this->shortcuts;
bb.auto_reply = this->auto_reply;
bb.info_board = this->info_board;
bb.unknown5.clear();
bb.challenge_data = this->challenge_data;
bb.tech_menu_config = this->tech_menu_config;
bb.unknown6.clear();
bb.quest_data2 = this->quest_data2;
bb.key_config = this->key_config;
return bb;
}
////////////////////////////////////////////////////////////////////////////////
// checksums the guild card file for BB player account data
uint32_t compute_guild_card_checksum(const void* vdata, size_t size) {
const uint8_t* data = reinterpret_cast<const uint8_t*>(vdata);
uint32_t cs = 0xFFFFFFFF;
for (size_t offset = 0; offset < size; offset++) {
cs ^= data[offset];
for (size_t y = 0; y < 8; y++) {
if (!(cs & 1)) {
cs = (cs >> 1) & 0x7FFFFFFF;
} else {
cs = ((cs >> 1) & 0x7FFFFFFF) ^ 0xEDB88320;
}
}
}
return (cs ^ 0xFFFFFFFF);
}
void Player::load_account_data(const string& filename) {
SavedAccountBB account = load_object_file<SavedAccountBB>(filename);
if (account.signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
}
this->blocked_senders = account.blocked_senders;
this->guild_cards = account.guild_cards;
this->key_config = account.key_config;
this->option_flags = account.option_flags;
this->shortcuts = account.shortcuts;
this->symbol_chats = account.symbol_chats;
this->team_name = account.team_name;
}
void Player::save_account_data(const string& filename) const {
SavedAccountBB account;
account.signature = ACCOUNT_FILE_SIGNATURE;
account.blocked_senders = this->blocked_senders;
account.guild_cards = this->guild_cards;
account.key_config = this->key_config;
account.option_flags = this->option_flags;
account.shortcuts = this->shortcuts;
account.symbol_chats = this->symbol_chats;
account.team_name = this->team_name;
save_file(filename, &account, sizeof(account));
}
void Player::load_player_data(const string& filename) {
SavedPlayerBB player = load_object_file<SavedPlayerBB>(filename);
if (player.signature != PLAYER_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
}
this->auto_reply = player.auto_reply;
this->bank = player.bank;
this->challenge_data = player.challenge_data;
this->disp = player.disp;
this->guild_card_desc = player.guild_card_desc;
this->info_board = player.info_board;
this->inventory = player.inventory;
this->quest_data1 = player.quest_data1;
this->quest_data2 = player.quest_data2;
this->tech_menu_config = player.tech_menu_config;
}
void Player::save_player_data(const string& filename) const {
SavedPlayerBB player;
player.signature = PLAYER_FILE_SIGNATURE;
player.preview = this->disp.to_preview();
player.auto_reply = this->auto_reply;
player.bank = this->bank;
player.challenge_data = this->challenge_data;
player.disp = this->disp;
player.guild_card_desc = this->guild_card_desc;
player.info_board = this->info_board;
player.inventory = this->inventory;
player.quest_data1 = this->quest_data1;
player.quest_data2 = this->quest_data2;
player.tech_menu_config = this->tech_menu_config;
save_file(filename, &player, sizeof(player));
}
PlayerLobbyDataPC::PlayerLobbyDataPC() noexcept
: player_tag(0), guild_card(0), ip_address(0), client_id(0) { }
PlayerLobbyDataGC::PlayerLobbyDataGC() noexcept
: player_tag(0), guild_card(0), ip_address(0), client_id(0) { }
PlayerLobbyDataBB::PlayerLobbyDataBB() noexcept
: player_tag(0), guild_card(0), ip_address(0), client_id(0), unknown2(0) { }
////////////////////////////////////////////////////////////////////////////////
static const unordered_map<uint32_t, uint32_t> combine_item_to_max({
{0x030000, 10},
{0x030001, 10},
{0x030002, 10},
{0x030100, 10},
{0x030101, 10},
{0x030102, 10},
{0x030300, 10},
{0x030400, 10},
{0x030500, 10},
{0x030600, 10},
{0x030601, 10},
{0x030700, 10},
{0x030800, 10},
{0x031000, 99},
{0x031001, 99},
{0x031002, 99},
});
const uint32_t meseta_identifier = 0x00000004;
uint32_t ItemData::primary_identifier() const {
return (this->item_data1[0] << 16) | (this->item_data1[1] << 8) | this->item_data1[2];
}
PlayerBankItem PlayerInventoryItem::to_bank_item() const {
PlayerBankItem bank_item;
bank_item.data = this->data;
if (combine_item_to_max.count(this->data.primary_identifier())) {
bank_item.amount = this->data.item_data1[5];
} else {
bank_item.amount = 1;
}
bank_item.show_flags = 1;
return bank_item;
}
PlayerInventoryItem PlayerBankItem::to_inventory_item() const {
PlayerInventoryItem item;
item.data = this->data;
if (item.data.item_data1[0] > 2) {
item.equip_flags = 0x0044;
} else {
item.equip_flags = 0x0050;
}
item.equip_flags = 0x0001; // TODO: is this a bug?
item.tech_flag = 0x0001;
return item;
}
void Player::add_item(const PlayerInventoryItem& item) {
uint32_t pid = item.data.primary_identifier();
// is it meseta? then just add to the meseta total
if (pid == meseta_identifier) {
this->disp.meseta += item.data.item_data2d;
if (this->disp.meseta > 999999) {
this->disp.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->inventory.num_items; y++) {
if (this->inventory.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->inventory.num_items) {
this->inventory.items[y].data.item_data1[5] += item.data.item_data1[5];
if (this->inventory.items[y].data.item_data1[5] > combine_max) {
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());
}