477 lines
14 KiB
C++
477 lines
14 KiB
C++
#pragma once
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#include <inttypes.h>
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#include <stddef.h>
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#include <string>
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#include <vector>
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#include <phosg/Encoding.hh>
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#include "Version.hh"
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#include "Text.hh"
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// raw item data
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// TODO: use parray for the fields here
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struct ItemData {
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union {
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uint8_t item_data1[12];
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le_uint16_t item_data1w[6];
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le_uint32_t item_data1d[3];
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} __attribute__((packed));
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le_uint32_t item_id;
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union {
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uint8_t item_data2[4];
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le_uint16_t item_data2w[2];
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le_uint32_t item_data2d;
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} __attribute__((packed));
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uint32_t primary_identifier() const;
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} __attribute__((packed));
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struct PlayerBankItem;
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// an item in a player's inventory
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struct PlayerInventoryItem {
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le_uint16_t equip_flags;
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le_uint16_t tech_flag;
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le_uint32_t game_flags;
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ItemData data;
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PlayerBankItem to_bank_item() const;
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} __attribute__((packed));
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// an item in a player's bank
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struct PlayerBankItem {
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ItemData data;
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le_uint16_t amount;
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le_uint16_t show_flags;
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PlayerInventoryItem to_inventory_item() const;
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} __attribute__((packed));
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// a player's inventory (remarkably, the format is the same in all versions of PSO)
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struct PlayerInventory {
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uint8_t num_items;
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uint8_t hp_materials_used;
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uint8_t tp_materials_used;
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uint8_t language;
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PlayerInventoryItem items[30];
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size_t find_item(uint32_t item_id);
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} __attribute__((packed));
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// a player's bank
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struct PlayerBank {
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le_uint32_t num_items;
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le_uint32_t meseta;
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PlayerBankItem items[200];
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void load(const std::string& filename);
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void save(const std::string& filename) const;
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bool switch_with_file(const std::string& save_filename,
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const std::string& load_filename);
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void add_item(const PlayerBankItem& item);
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void remove_item(uint32_t item_id, uint32_t amount, PlayerBankItem* item);
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size_t find_item(uint32_t item_id);
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} __attribute__((packed));
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// simple player stats
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struct PlayerStats {
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le_uint16_t atp;
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le_uint16_t mst;
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le_uint16_t evp;
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le_uint16_t hp;
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le_uint16_t dfp;
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le_uint16_t ata;
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le_uint16_t lck;
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PlayerStats() noexcept;
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} __attribute__((packed));
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struct PlayerDispDataBB;
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// PC/GC player appearance and stats data
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struct PlayerDispDataPCGC { // 0xD0 in size
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PlayerStats stats;
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parray<uint8_t, 0x0A> unknown_a1;
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le_uint32_t level;
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le_uint32_t experience;
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le_uint32_t meseta;
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ptext<char, 0x10> name;
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uint64_t unknown_a2;
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le_uint32_t name_color;
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uint8_t extra_model;
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parray<uint8_t, 0x0F> unused;
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le_uint32_t name_color_checksum;
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uint8_t section_id;
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uint8_t char_class;
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uint8_t v2_flags;
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uint8_t version;
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le_uint32_t v1_flags;
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le_uint16_t costume;
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le_uint16_t skin;
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le_uint16_t face;
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le_uint16_t head;
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le_uint16_t hair;
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le_uint16_t hair_r;
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le_uint16_t hair_g;
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le_uint16_t hair_b;
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le_float proportion_x;
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le_float proportion_y;
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parray<uint8_t, 0x48> config;
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parray<uint8_t, 0x14> technique_levels;
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// Note: This struct has a default constructor because it's used in a command
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// that has a fixed-size array. If we didn't define this constructor, the
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// trivial fields in that array's members would be uninitialized, and we could
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// send uninitialized memory to the client.
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PlayerDispDataPCGC() noexcept;
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void enforce_pc_limits();
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PlayerDispDataBB to_bb() const;
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} __attribute__((packed));
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// BB player preview format
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struct PlayerDispDataBBPreview {
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le_uint32_t experience;
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le_uint32_t level;
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ptext<char, 0x10> guild_card;
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uint64_t unknown_a2;
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le_uint32_t name_color;
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uint8_t extra_model;
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parray<uint8_t, 0x0F> unused;
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le_uint32_t name_color_checksum;
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uint8_t section_id;
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uint8_t char_class;
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uint8_t v2_flags;
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uint8_t version;
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le_uint32_t v1_flags;
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le_uint16_t costume;
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le_uint16_t skin;
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le_uint16_t face;
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le_uint16_t head;
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le_uint16_t hair;
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le_uint16_t hair_r;
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le_uint16_t hair_g;
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le_uint16_t hair_b;
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le_float proportion_x;
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le_float proportion_y;
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ptext<char16_t, 0x10> name;
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uint32_t play_time;
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PlayerDispDataBBPreview() noexcept;
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} __attribute__((packed));
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// BB player appearance and stats data
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struct PlayerDispDataBB {
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PlayerStats stats;
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parray<uint8_t, 0x0A> unknown_a1;
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le_uint32_t level;
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le_uint32_t experience;
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le_uint32_t meseta;
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ptext<char, 0x10> guild_card;
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uint64_t unknown_a2;
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le_uint32_t name_color;
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uint8_t extra_model;
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parray<uint8_t, 0x0F> unused;
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le_uint32_t name_color_checksum;
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uint8_t section_id;
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uint8_t char_class;
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uint8_t v2_flags;
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uint8_t version;
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le_uint32_t v1_flags;
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le_uint16_t costume;
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le_uint16_t skin;
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le_uint16_t face;
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le_uint16_t head;
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le_uint16_t hair;
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le_uint16_t hair_r;
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le_uint16_t hair_g;
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le_uint16_t hair_b;
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le_float proportion_x;
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le_float proportion_y;
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ptext<char16_t, 0x10> name;
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parray<uint8_t, 0xE8> config;
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parray<uint8_t, 0x14> technique_levels;
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PlayerDispDataBB() noexcept;
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inline void enforce_pc_limits() { }
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PlayerDispDataPCGC to_pcgc() const;
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PlayerDispDataBBPreview to_preview() const;
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void apply_preview(const PlayerDispDataBBPreview&);
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} __attribute__((packed));
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struct GuildCardGC {
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le_uint32_t player_tag;
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le_uint32_t serial_number;
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ptext<char, 0x18> name;
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ptext<char, 0x6C> desc;
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uint8_t reserved1; // should be 1
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uint8_t reserved2; // should be 1
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uint8_t section_id;
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uint8_t char_class;
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GuildCardGC() noexcept;
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} __attribute__((packed));
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// BB guild card format
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struct GuildCardBB {
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le_uint32_t serial_number;
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ptext<char16_t, 0x18> name;
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ptext<char16_t, 0x10> teamname;
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ptext<char16_t, 0x58> desc;
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uint8_t reserved1; // should be 1
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uint8_t reserved2; // should be 1
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uint8_t section_id;
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uint8_t char_class;
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GuildCardBB() noexcept;
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} __attribute__((packed));
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// an entry in the BB guild card file
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struct GuildCardEntryBB {
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GuildCardBB data;
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parray<uint8_t, 0xB4> unknown;
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} __attribute__((packed));
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// the format of the BB guild card file
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struct GuildCardFileBB {
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parray<uint8_t, 0x1F84> unknown_a1;
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GuildCardEntryBB entry[0x0068]; // that's 104 of them in decimal
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parray<uint8_t, 0x01AC> unknown_a2;
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} __attribute__((packed));
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// PSOBB key config and team info
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struct KeyAndTeamConfigBB {
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parray<uint8_t, 0x0114> unknown_a1; // 0000
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parray<uint8_t, 0x016C> key_config; // 0114
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parray<uint8_t, 0x0038> joystick_config; // 0280
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le_uint32_t serial_number; // 02B8
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le_uint32_t team_id; // 02BC
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le_uint64_t team_info; // 02C0
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le_uint16_t team_privilege_level; // 02C8
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le_uint16_t reserved; // 02CA
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ptext<char16_t, 0x0010> team_name; // 02CC
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parray<uint8_t, 0x0800> team_flag; // 02EC
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le_uint64_t team_rewards; // 0AEC
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} __attribute__((packed));
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// BB account data
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struct PlayerAccountDataBB {
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parray<uint8_t, 0x04E0> symbol_chats;
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KeyAndTeamConfigBB key_config;
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GuildCardFileBB guild_cards;
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le_uint32_t options;
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parray<uint8_t, 0x0A40> shortcuts; // chat shortcuts (@1FB4 in E7 command)
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} __attribute__((packed));
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struct PlayerLobbyDataPC {
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le_uint32_t player_tag;
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le_uint32_t guild_card;
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be_uint32_t ip_address;
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le_uint32_t client_id;
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ptext<char16_t, 0x10> name;
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PlayerLobbyDataPC() noexcept;
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} __attribute__((packed));
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struct PlayerLobbyDataGC {
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le_uint32_t player_tag;
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le_uint32_t guild_card;
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be_uint32_t ip_address;
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le_uint32_t client_id;
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ptext<char, 0x10> name;
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PlayerLobbyDataGC() noexcept;
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} __attribute__((packed));
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struct PlayerLobbyDataBB {
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le_uint32_t player_tag;
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le_uint32_t guild_card;
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be_uint32_t ip_address; // Guess - the official builds didn't use this, but all other versions have it
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parray<uint8_t, 0x10> unknown_a1;
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le_uint32_t client_id;
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ptext<char16_t, 0x10> name;
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le_uint32_t unknown2;
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PlayerLobbyDataBB() noexcept;
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} __attribute__((packed));
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struct PSOPlayerDataPC { // for command 0x61
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PlayerInventory inventory;
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PlayerDispDataPCGC disp;
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} __attribute__((packed));
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struct PSOPlayerDataGC { // for command 0x61
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PlayerInventory inventory;
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PlayerDispDataPCGC disp;
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parray<uint8_t, 0x134> unknown;
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ptext<char, 0xAC> info_board;
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parray<le_uint32_t, 0x1E> blocked_senders;
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le_uint32_t auto_reply_enabled;
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char auto_reply[0];
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} __attribute__((packed));
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struct PSOPlayerDataBB { // for command 0x61
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PlayerInventory inventory;
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PlayerDispDataBB disp;
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ptext<char, 0x174> unused;
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ptext<char16_t, 0xAC> info_board;
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parray<le_uint32_t, 0x1E> blocked_senders;
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le_uint32_t auto_reply_enabled;
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char16_t auto_reply[0];
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} __attribute__((packed));
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// complete BB player data format (used in E7 command)
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struct PlayerBB {
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PlayerInventory inventory; // 0000 // player
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PlayerDispDataBB disp; // 034C // player
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parray<uint8_t, 0x0010> unknown; // 04DC //
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le_uint32_t option_flags; // 04EC // account
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parray<uint8_t, 0x0208> quest_data1; // 04F0 // player
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PlayerBank bank; // 06F8 // player
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le_uint32_t serial_number; // 19C0 // player
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ptext<char16_t, 0x18> name; // 19C4 // player
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ptext<char16_t, 0x10> team_name; // 19C4 // player
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ptext<char16_t, 0x58> guild_card_desc; // 1A14 // player
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uint8_t reserved1; // 1AC4 // player
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uint8_t reserved2; // 1AC5 // player
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uint8_t section_id; // 1AC6 // player
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uint8_t char_class; // 1AC7 // player
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le_uint32_t unknown3; // 1AC8 //
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parray<uint8_t, 0x04E0> symbol_chats; // 1ACC // account
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parray<uint8_t, 0x0A40> shortcuts; // 1FAC // account
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ptext<char16_t, 0x00AC> auto_reply; // 29EC // player
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ptext<char16_t, 0x00AC> info_board; // 2B44 // player
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parray<uint8_t, 0x001C> unknown5; // 2C9C //
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parray<uint8_t, 0x0140> challenge_data; // 2CB8 // player
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parray<uint8_t, 0x0028> tech_menu_config; // 2DF8 // player
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parray<uint8_t, 0x002C> unknown6; // 2E20 //
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parray<uint8_t, 0x0058> quest_data2; // 2E4C // player
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KeyAndTeamConfigBB key_config; // 2EA4 // account
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} __attribute__((packed)); // total size: 39A0
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struct SavedPlayerBB { // .nsc file format
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ptext<char, 0x40> signature;
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PlayerDispDataBBPreview preview;
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ptext<char16_t, 0x00AC> auto_reply;
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PlayerBank bank;
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parray<uint8_t, 0x0140> challenge_data;
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PlayerDispDataBB disp;
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ptext<char16_t, 0x58> guild_card_desc;
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ptext<char16_t, 0x00AC> info_board;
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PlayerInventory inventory;
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parray<uint8_t, 0x0208> quest_data1;
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parray<uint8_t, 0x0058> quest_data2;
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parray<uint8_t, 0x0028> tech_menu_config;
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} __attribute__((packed));
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struct SavedAccountBB { // .nsa file format
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ptext<char, 0x40> signature;
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parray<le_uint32_t, 0x001E> blocked_senders;
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GuildCardFileBB guild_cards;
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KeyAndTeamConfigBB key_config;
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le_uint32_t option_flags;
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parray<uint8_t, 0x0A40> shortcuts;
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parray<uint8_t, 0x04E0> symbol_chats;
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ptext<char16_t, 0x0010> team_name;
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} __attribute__((packed));
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// complete player info stored by the server
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struct Player {
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le_uint32_t loaded_from_shipgate_time;
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ptext<char16_t, 0x00AC> auto_reply; // player
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PlayerBank bank; // player
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ptext<char, 0x0020> bank_name; // not saved
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parray<le_uint32_t, 0x001E> blocked_senders; // account
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parray<uint8_t, 0x0140> challenge_data; // player
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PlayerDispDataBB disp; // player
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parray<uint8_t, 0x2408> ep3_config; // not saved
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ptext<char16_t, 0x0058> guild_card_desc; // player
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GuildCardFileBB guild_cards; // account
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PlayerInventoryItem identify_result; // not saved
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ptext<char16_t, 0x00AC> info_board; // player
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PlayerInventory inventory; // player
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KeyAndTeamConfigBB key_config; // account
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le_uint32_t option_flags; // account
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parray<uint8_t, 0x0208> quest_data1; // player
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parray<uint8_t, 0x0058> quest_data2; // player
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le_uint32_t serial_number; // account identifier
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std::vector<ItemData> current_shop_contents; // not saved
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parray<uint8_t, 0x0A40> shortcuts; // account
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parray<uint8_t, 0x04E0> symbol_chats; // account
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ptext<char16_t, 0x0010> team_name; // account
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parray<uint8_t, 0x0028> tech_menu_config; // player
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void load_player_data(const std::string& filename);
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void save_player_data(const std::string& filename) const;
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void load_account_data(const std::string& filename);
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void save_account_data(const std::string& filename) const;
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void import(const PSOPlayerDataPC& pd);
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void import(const PSOPlayerDataGC& pd);
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void import(const PSOPlayerDataBB& pd);
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PlayerBB export_bb_player_data() const;
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void add_item(const PlayerInventoryItem& item);
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void remove_item(uint32_t item_id, uint32_t amount, PlayerInventoryItem* item);
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size_t find_item(uint32_t item_id);
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};
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uint32_t compute_guild_card_checksum(const void* data, size_t size);
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std::string filename_for_player_bb(const std::string& username, uint8_t player_index);
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std::string filename_for_bank_bb(const std::string& username, const std::string& bank_name);
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std::string filename_for_class_template_bb(uint8_t char_class);
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std::string filename_for_account_bb(const std::string& username);
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template <typename DestT, typename SrcT = DestT>
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DestT convert_player_disp_data(const SrcT&) {
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static_assert(always_false<DestT, SrcT>::v,
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"unspecialized strcpy_t should never be called");
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}
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template <>
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inline PlayerDispDataPCGC convert_player_disp_data<PlayerDispDataPCGC>(
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const PlayerDispDataPCGC& src) {
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return src;
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}
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template <>
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inline PlayerDispDataPCGC convert_player_disp_data<PlayerDispDataPCGC, PlayerDispDataBB>(
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const PlayerDispDataBB& src) {
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return src.to_pcgc();
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}
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template <>
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inline PlayerDispDataBB convert_player_disp_data<PlayerDispDataBB, PlayerDispDataPCGC>(
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const PlayerDispDataPCGC& src) {
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return src.to_bb();
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}
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template <>
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inline PlayerDispDataBB convert_player_disp_data<PlayerDispDataBB>(
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const PlayerDispDataBB& src) {
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return src;
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}
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