514 lines
20 KiB
C++
514 lines
20 KiB
C++
#include "Items.hh"
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#include <string.h>
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#include "SendCommands.hh"
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using namespace std;
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void player_use_item(shared_ptr<Client> c, size_t item_index, shared_ptr<PSOLFGEncryption> opt_rand_crypt) {
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auto s = c->require_server_state();
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// On PC (and presumably DC), the client sends a 6x29 after this to delete the
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// used item. On GC and later versions, this does not happen, so we should
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// delete the item here.
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bool is_v3_or_later = is_v3(c->version()) || is_v4(c->version());
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bool should_delete_item = is_v3_or_later;
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auto player = c->character();
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auto& item = player->inventory.items[item_index];
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uint32_t primary_identifier = item.data.primary_identifier();
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if (item.data.is_common_consumable()) { // Monomate, etc.
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// Nothing to do (it should be deleted)
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} else if ((primary_identifier & 0xFFFF0000) == 0x03020000) { // Technique disk
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auto item_parameter_table = s->item_parameter_table(c->version());
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uint8_t max_level = item_parameter_table->get_max_tech_level(player->disp.visual.char_class, item.data.data1[4]);
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if (item.data.data1[2] > max_level) {
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throw runtime_error("technique level too high");
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}
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player->set_technique_level(item.data.data1[4], item.data.data1[2]);
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} else if ((primary_identifier & 0xFFFF0000) == 0x030A0000) { // Grinder
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if (item.data.data1[2] > 2) {
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throw runtime_error("incorrect grinder value");
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}
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auto& weapon = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::WEAPON)];
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// Don't enforce the weapon's grind limit on V1 and V2. This is necessary
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// because the V2 client replaces its inventory items on the fly with items
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// compatible with V1 when sending the 61 and 98 commands. There appears to
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// be no way to disable this behavior, so there's no way for the server to
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// get an accurate picture of what's actually in the player's inventory, so
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// there's no way to know if we would be enforcing the correct grind limit.
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if (is_v3_or_later) {
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auto item_parameter_table = s->item_parameter_table(c->version());
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auto weapon_def = item_parameter_table->get_weapon(weapon.data.data1[1], weapon.data.data1[2]);
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if (weapon.data.data1[3] >= weapon_def.max_grind) {
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throw runtime_error("weapon already at maximum grind");
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}
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}
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weapon.data.data1[3] += (item.data.data1[2] + 1);
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} else if ((primary_identifier & 0xFFFF0000) == 0x030B0000) { // Material
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auto p = c->character();
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using Type = PSOBBCharacterFile::MaterialType;
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Type type;
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switch (item.data.data1[2]) {
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case 0: // Power Material
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type = Type::POWER;
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p->disp.stats.char_stats.atp += 2;
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break;
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case 1: // Mind Material
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type = Type::MIND;
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p->disp.stats.char_stats.mst += 2;
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break;
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case 2: // Evade Material
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type = Type::EVADE;
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p->disp.stats.char_stats.evp += 2;
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break;
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case 3: // HP Material
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type = Type::HP;
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break;
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case 4: // TP Material
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type = Type::TP;
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break;
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case 5: // Def Material
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type = Type::DEF;
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p->disp.stats.char_stats.dfp += 2;
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break;
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case 6: // Hit Material (v1/v2) or Luck Material (v3/v4)
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type = Type::LUCK;
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if (!is_v3_or_later && (c->version() != Version::GC_NTE)) {
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// Hit material doesn't exist on v3/v4, but we'll ignore type anyway
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// in this case because track_non_hp_tp_materials is false
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p->disp.stats.char_stats.ata += 2;
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} else {
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p->disp.stats.char_stats.lck += 2;
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}
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break;
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case 7: // Luck Material (v1/v2)
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type = Type::LUCK;
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if (!is_v3_or_later && (c->version() != Version::GC_NTE)) {
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p->disp.stats.char_stats.lck += 2;
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} else {
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throw runtime_error("unknown material used");
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}
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break;
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default:
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throw runtime_error("unknown material used");
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}
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if (is_v3_or_later || (type == Type::HP) || (type == Type::TP)) {
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p->set_material_usage(type, p->get_material_usage(type) + 1);
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}
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} else if ((primary_identifier & 0xFFFF0000) == 0x030F0000) { // AddSlot
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auto& armor = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::ARMOR)];
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if (armor.data.data1[5] >= 4) {
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throw runtime_error("armor already at maximum slot count");
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}
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armor.data.data1[5]++;
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} else if (item.data.is_wrapped(*s->item_stack_limits(c->version()))) {
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// Unwrap present
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item.data.unwrap(*s->item_stack_limits(c->version()));
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should_delete_item = false;
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} else if (primary_identifier == 0x00330000) {
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// Unseal Sealed J-Sword => Tsumikiri J-Sword
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item.data.data1[1] = 0x32;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x00AB0000) {
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// Unseal Lame d'Argent => Excalibur
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item.data.data1[1] = 0xAC;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x01034D00) {
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// Unseal Limiter => Adept
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item.data.data1[2] = 0x4E;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x01034F00) {
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// Unseal Swordsman Lore => Proof of Sword-Saint
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item.data.data1[2] = 0x50;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x030C0000) {
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// Cell of MAG 502
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = (player->disp.visual.section_id & 1) ? 0x1D : 0x21;
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} else if (primary_identifier == 0x030C0100) {
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// Cell of MAG 213
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = (player->disp.visual.section_id & 1) ? 0x27 : 0x22;
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} else if (primary_identifier == 0x030C0200) {
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// Parts of RoboChao
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = 0x28;
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} else if (primary_identifier == 0x030C0300) {
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// Heart of Opa Opa
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = 0x29;
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} else if (primary_identifier == 0x030C0400) {
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// Heart of Pian
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = 0x2A;
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} else if (primary_identifier == 0x030C0500) {
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// Heart of Chao
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auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
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mag.data.data1[1] = 0x2B;
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} else if ((primary_identifier & 0xFFFF0000) == 0x03150000) {
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// Christmas Present, etc. - use unwrap_table + probabilities therein
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auto item_parameter_table = s->item_parameter_table(c->version());
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auto table = item_parameter_table->get_event_items(item.data.data1[2]);
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size_t sum = 0;
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for (size_t z = 0; z < table.second; z++) {
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sum += table.first[z].probability;
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}
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if (sum == 0) {
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throw runtime_error("no unwrap results available for event");
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}
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size_t det = random_from_optional_crypt(opt_rand_crypt) % sum;
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for (size_t z = 0; z < table.second; z++) {
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const auto& entry = table.first[z];
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if (det > entry.probability) {
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det -= entry.probability;
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} else {
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item.data.data2d = 0;
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item.data.data1[0] = entry.item[0];
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item.data.data1[1] = entry.item[1];
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item.data.data1[2] = entry.item[2];
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item.data.data1.clear_after(3);
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should_delete_item = false;
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auto l = c->require_lobby();
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if (l->base_version == Version::BB_V4) {
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send_create_inventory_item_to_lobby(c, c->lobby_client_id, item.data);
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}
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break;
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}
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}
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} else {
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// Use item combinations table from ItemPMT
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bool combo_applied = false;
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for (size_t z = 0; z < player->inventory.num_items; z++) {
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auto& inv_item = player->inventory.items[z];
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if (!(inv_item.flags & 0x00000008)) {
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continue;
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}
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try {
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auto item_parameter_table = s->item_parameter_table(c->version());
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const auto& combo = item_parameter_table->get_item_combination(item.data, inv_item.data);
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if (combo.char_class != 0xFF && combo.char_class != player->disp.visual.char_class) {
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throw runtime_error("item combination requires specific char_class");
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}
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if (combo.mag_level != 0xFF) {
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if (inv_item.data.data1[0] != 2) {
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throw runtime_error("item combination applies with mag level requirement, but equipped item is not a mag");
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}
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if (inv_item.data.compute_mag_level() < combo.mag_level) {
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throw runtime_error("item combination applies with mag level requirement, but equipped mag level is too low");
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}
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}
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if (combo.grind != 0xFF) {
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if (inv_item.data.data1[0] != 0) {
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throw runtime_error("item combination applies with grind requirement, but equipped item is not a weapon");
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}
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if (inv_item.data.data1[3] < combo.grind) {
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throw runtime_error("item combination applies with grind requirement, but equipped weapon grind is too low");
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}
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}
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if (combo.level != 0xFF && player->disp.stats.level + 1 < combo.level) {
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throw runtime_error("item combination applies with level requirement, but player level is too low");
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}
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// If we get here, then the combo applies
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if (combo_applied) {
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throw runtime_error("multiple combinations apply");
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}
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combo_applied = true;
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inv_item.data.data1[0] = combo.result_item[0];
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inv_item.data.data1[1] = combo.result_item[1];
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// For mags, don't reset level + PBs + stats
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if (inv_item.data.data1[1] != 0x02) {
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inv_item.data.data1[2] = combo.result_item[2];
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inv_item.data.data1[3] = 0; // Grind
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inv_item.data.data1[4] = 0; // Flags + special
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}
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inv_item.flags &= (~8); // Unequip it
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} catch (const out_of_range&) {
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}
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}
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}
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if (should_delete_item) {
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// Allow overdrafting meseta if the client is not BB, since the server isn't
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// informed when meseta is added or removed from the bank.
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player->remove_item(item.data.id, 1, *s->item_stack_limits(c->version()));
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}
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}
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void apply_mag_feed_result(
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ItemData& mag_item,
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const ItemData& fed_item,
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shared_ptr<const ItemParameterTable> item_parameter_table,
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shared_ptr<const MagEvolutionTable> mag_evolution_table,
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uint8_t char_class,
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uint8_t section_id,
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bool version_has_rare_mags) {
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static const unordered_map<uint32_t, size_t> result_index_for_fed_item({
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{0x03000000, 0}, // Monomate
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{0x03000100, 1}, // Dimate
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{0x03000200, 2}, // Trimate
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{0x03010000, 3}, // Monofluid
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{0x03010100, 4}, // Difluid
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{0x03010200, 5}, // Trifluid
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{0x03060000, 6}, // Antidote
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{0x03060100, 7}, // Antiparalysis
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{0x03030000, 8}, // Sol Atomizer
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{0x03040000, 9}, // Moon Atomizer
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{0x03050000, 10}, // Star Atomizer
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});
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size_t result_index = result_index_for_fed_item.at(fed_item.primary_identifier());
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const auto& mag_def = item_parameter_table->get_mag(mag_item.data1[1]);
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const auto& feed_result = item_parameter_table->get_mag_feed_result(mag_def.feed_table, result_index);
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auto update_stat = +[](ItemData& data, size_t which, int8_t delta) -> void {
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uint16_t existing_stat = data.data1w[which] % 100;
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if ((delta > 0) || ((delta < 0) && (-delta < existing_stat))) {
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uint16_t level = data.compute_mag_level();
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if (level > 200) {
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throw runtime_error("mag level is too high");
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}
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if ((level == 200) && ((99 - existing_stat) < delta)) {
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delta = 99 - existing_stat;
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}
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data.data1w[which] += delta;
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}
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};
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update_stat(mag_item, 2, feed_result.def);
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update_stat(mag_item, 3, feed_result.pow);
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update_stat(mag_item, 4, feed_result.dex);
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update_stat(mag_item, 5, feed_result.mind);
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mag_item.data2[0] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data2[0]) + feed_result.synchro, 0, 120);
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mag_item.data2[1] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data2[1]) + feed_result.iq, 0, 200);
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uint8_t mag_level = mag_item.compute_mag_level();
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mag_item.data1[2] = mag_level;
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uint8_t evolution_number = mag_evolution_table->get_evolution_number(mag_item.data1[1]);
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uint8_t mag_number = mag_item.data1[1];
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// Note: Sega really did just hardcode all these rules into the client. There
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// is no data file describing these evolutions, unfortunately.
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if (mag_level < 10) {
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// Nothing to do
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} else if (mag_level < 35) { // Level 10 evolution
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if (evolution_number < 1) {
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switch (char_class) {
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case 0: // HUmar
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case 1: // HUnewearl
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case 2: // HUcast
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case 9: // HUcaseal
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mag_item.data1[1] = 0x01; // Varuna
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break;
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case 3: // RAmar
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case 11: // RAmarl
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case 4: // RAcast
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case 5: // RAcaseal
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mag_item.data1[1] = 0x0D; // Kalki
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break;
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case 10: // FOmar
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case 6: // FOmarl
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case 7: // FOnewm
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case 8: // FOnewearl
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mag_item.data1[1] = 0x19; // Vritra
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break;
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default:
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throw runtime_error("invalid character class");
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}
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}
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} else if (mag_level < 50) { // Level 35 evolution
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if (evolution_number < 2) {
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uint16_t flags = mag_item.compute_mag_strength_flags();
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if (mag_number == 0x0D) {
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if ((flags & 0x110) == 0) {
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mag_item.data1[1] = 0x02;
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} else if (flags & 8) {
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mag_item.data1[1] = 0x03;
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} else if (flags & 0x20) {
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mag_item.data1[1] = 0x0B;
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}
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} else if (mag_number == 1) {
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if (flags & 0x108) {
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mag_item.data1[1] = 0x0E;
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} else if (flags & 0x10) {
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mag_item.data1[1] = 0x0F;
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} else if (flags & 0x20) {
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mag_item.data1[1] = 0x04;
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}
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} else if (mag_number == 0x19) {
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if (flags & 0x120) {
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mag_item.data1[1] = 0x1A;
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} else if (flags & 8) {
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mag_item.data1[1] = 0x1B;
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} else if (flags & 0x10) {
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mag_item.data1[1] = 0x14;
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}
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}
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}
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} else if ((mag_level % 5) == 0) { // Level 50 (and beyond) evolutions
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if (evolution_number < 4) {
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if ((mag_level >= 100) && version_has_rare_mags) {
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uint8_t section_id_group = section_id % 3;
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uint16_t def = mag_item.data1w[2] / 100;
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uint16_t pow = mag_item.data1w[3] / 100;
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uint16_t dex = mag_item.data1w[4] / 100;
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uint16_t mind = mag_item.data1w[5] / 100;
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bool is_male = char_class_is_male(char_class);
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size_t table_index = (is_male ? 0 : 1) + section_id_group * 2;
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bool is_hunter = char_class_is_hunter(char_class);
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bool is_ranger = char_class_is_ranger(char_class);
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bool is_force = char_class_is_force(char_class);
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if (is_force) {
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table_index += 12;
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} else if (is_ranger) {
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table_index += 6;
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} else if (!is_hunter) {
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throw logic_error("char class is not any of the top-level classes");
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}
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// Note: The original code checks the class (hunter/ranger/force) again
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// here, and goes into 3 branches that each do these same checks.
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// However, the result of all 3 branches is exactly the same!
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if (((section_id_group == 0) && (pow + mind == def + dex)) ||
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((section_id_group == 1) && (pow + dex == mind + def)) ||
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((section_id_group == 2) && (pow + def == mind + dex))) {
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// clang-format off
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static const uint8_t result_table[] = {
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// M0 F0 M1 F1 M2 F2
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0x39, 0x3B, 0x3A, 0x3B, 0x3A, 0x3B, // Hunter
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0x3D, 0x3C, 0x3D, 0x3C, 0x3D, 0x3E, // Ranger
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0x41, 0x3F, 0x41, 0x40, 0x41, 0x40, // Force
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};
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// clang-format on
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mag_item.data1[1] = result_table[table_index];
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}
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}
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// If a special evolution did not occur, do a normal level 50 evolution
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if (mag_number == mag_item.data1[1]) {
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uint16_t flags = mag_item.compute_mag_strength_flags();
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uint16_t def = mag_item.data1w[2] / 100;
|
|
uint16_t pow = mag_item.data1w[3] / 100;
|
|
uint16_t dex = mag_item.data1w[4] / 100;
|
|
uint16_t mind = mag_item.data1w[5] / 100;
|
|
|
|
bool is_hunter = char_class_is_hunter(char_class);
|
|
bool is_ranger = char_class_is_ranger(char_class);
|
|
bool is_force = char_class_is_force(char_class);
|
|
if (is_hunter + is_ranger + is_force != 1) {
|
|
throw logic_error("char class is not exactly one of the top-level classes");
|
|
}
|
|
|
|
if (is_hunter) {
|
|
if (flags & 0x108) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((dex < mind) ? 0x08 : 0x06)
|
|
: ((dex < mind) ? 0x0C : 0x05);
|
|
} else if (flags & 0x010) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((mind < pow) ? 0x12 : 0x10)
|
|
: ((mind < pow) ? 0x17 : 0x13);
|
|
} else if (flags & 0x020) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((pow < dex) ? 0x16 : 0x24)
|
|
: ((pow < dex) ? 0x07 : 0x1E);
|
|
}
|
|
} else if (is_ranger) {
|
|
if (flags & 0x110) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((mind < pow) ? 0x0A : 0x05)
|
|
: ((mind < pow) ? 0x0C : 0x06);
|
|
} else if (flags & 0x008) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((dex < mind) ? 0x0A : 0x26)
|
|
: ((dex < mind) ? 0x0C : 0x06);
|
|
} else if (flags & 0x020) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((pow < dex) ? 0x18 : 0x1E)
|
|
: ((pow < dex) ? 0x08 : 0x05);
|
|
}
|
|
} else if (is_force) {
|
|
if (flags & 0x120) {
|
|
if (def < 45) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((pow < dex) ? 0x17 : 0x09)
|
|
: ((pow < dex) ? 0x1E : 0x1C);
|
|
} else {
|
|
mag_item.data1[1] = 0x24;
|
|
}
|
|
} else if (flags & 0x008) {
|
|
if (def < 45) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((dex < mind) ? 0x1C : 0x20)
|
|
: ((dex < mind) ? 0x1F : 0x25);
|
|
} else {
|
|
mag_item.data1[1] = 0x23;
|
|
}
|
|
} else if (flags & 0x010) {
|
|
if (def < 45) {
|
|
mag_item.data1[1] = (section_id & 1)
|
|
? ((mind < pow) ? 0x12 : 0x0C)
|
|
: ((mind < pow) ? 0x15 : 0x11);
|
|
} else {
|
|
mag_item.data1[1] = 0x24;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the mag has evolved, add its new photon blast
|
|
if (mag_number != mag_item.data1[1]) {
|
|
const auto& new_mag_def = item_parameter_table->get_mag(mag_item.data1[1]);
|
|
mag_item.add_mag_photon_blast(new_mag_def.photon_blast);
|
|
}
|
|
}
|
|
|
|
void player_feed_mag(std::shared_ptr<Client> c, size_t mag_item_index, size_t fed_item_index) {
|
|
auto s = c->require_server_state();
|
|
auto player = c->character();
|
|
apply_mag_feed_result(
|
|
player->inventory.items[mag_item_index].data,
|
|
player->inventory.items[fed_item_index].data,
|
|
s->item_parameter_table(c->version()),
|
|
s->mag_evolution_table,
|
|
player->disp.visual.char_class,
|
|
player->disp.visual.section_id,
|
|
!is_v1_or_v2(c->version()));
|
|
}
|