Files
psopeeps-newserv/src/Player.hh
T
2022-04-03 23:34:02 -07:00

477 lines
14 KiB
C++

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