Files
psopeeps-newserv/src/ItemData.hh
T
Martin Michelsen f997376819 fix equip slot check
2023-11-15 15:24:54 -08:00

180 lines
5.3 KiB
C++

#pragma once
#include <phosg/Encoding.hh>
#include <string>
#include "Text.hh"
#include "Version.hh"
constexpr uint32_t MESETA_IDENTIFIER = 0x040000;
class ItemParameterTable;
enum class EquipSlot {
// When equipping items through the Item Pack pause menu, the client sends
// UNKNOWN for the slot. The receiving client (and server, in our case) have
// to analyze the item being equipped and put it in the appropriate slot in
// this case. See ItemData::default_equip_slot() for this computation.
UNKNOWN = 0x00,
// When equipping items through the quick menu or Equip pause menu, the client
// sends one of the slots below.
MAG = 0x01,
ARMOR = 0x02,
SHIELD = 0x03,
WEAPON = 0x06,
UNIT_1 = 0x09,
UNIT_2 = 0x0A,
UNIT_3 = 0x0B,
UNIT_4 = 0x0C,
};
struct ItemMagStats {
uint16_t iq;
uint16_t synchro;
uint16_t def;
uint16_t pow;
uint16_t dex;
uint16_t mind;
uint8_t flags;
uint8_t photon_blasts;
uint8_t color;
ItemMagStats()
: iq(0),
synchro(40),
def(500),
pow(0),
dex(0),
mind(0),
flags(0),
photon_blasts(0),
color(14) {}
inline uint16_t def_level() const {
return this->def / 100;
}
inline uint16_t pow_level() const {
return this->pow / 100;
}
inline uint16_t dex_level() const {
return this->dex / 100;
}
inline uint16_t mind_level() const {
return this->mind / 100;
}
inline uint16_t level() const {
return this->def_level() + this->pow_level() + this->dex_level() + this->mind_level();
}
};
struct ItemData { // 0x14 bytes
// QUICK ITEM FORMAT REFERENCE
// data1/0 data1/4 data1/8 data2
// Weapon: 00ZZZZGG SS00AABB AABBAABB 00000000
// Armor: 0101ZZ00 FFTTDDDD EEEE0000 00000000
// Shield: 0102ZZ00 FFTTDDDD EEEE0000 00000000
// Unit: 0103ZZ00 FF00RRRR 00000000 00000000
// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
// Tool: 03ZZZZFF 00CC0000 00000000 00000000
// Meseta: 04000000 00000000 00000000 MMMMMMMM
// A = attribute type (for S-ranks, custom name)
// B = attribute amount (for S-ranks, custom name)
// C = stack size (for tools)
// D = DEF bonus
// E = EVP bonus
// F = flags (40=present; for tools, unused if item is stackable)
// G = weapon grind
// H = mag DEF
// I = mag POW
// J = mag DEX
// K = mag MIND
// L = mag level
// M = meseta amount
// P = mag flags (40=present, 04=has left pb, 02=has right pb, 01=has center pb)
// Q = mag IQ
// R = unit modifier (little-endian)
// S = weapon flags (80=unidentified, 40=present) and special (low 6 bits)
// T = slot count
// V = mag color
// W = photon blasts
// Y = mag synchro
// Z = item ID
// Note: PSO GC erroneously byteswaps data2 even when the item is a mag. This
// makes it incompatible with little-endian versions of PSO (i.e. all other
// versions). We manually byteswap data2 upon receipt and immediately before
// sending where needed.
// Related note: PSO V2 has an annoyingly complicated format for mags that
// doesn't match the above table. We decode this upon receipt and encode it
// imemdiately before sending when interacting with V2 clients; see the
// implementation of decode_for_version() for details.
union {
parray<uint8_t, 12> data1;
parray<le_uint16_t, 6> data1w;
parray<le_uint32_t, 3> data1d;
} __attribute__((packed));
le_uint32_t id;
union {
parray<uint8_t, 4> data2;
parray<le_uint16_t, 2> data2w;
le_uint32_t data2d;
} __attribute__((packed));
ItemData();
ItemData(const ItemData& other);
ItemData& operator=(const ItemData& other);
bool operator==(const ItemData& other) const;
bool operator!=(const ItemData& other) const;
void clear();
static ItemData from_data(const std::string& data);
std::string hex() const;
uint32_t primary_identifier() const;
bool is_wrapped() const;
void wrap();
void unwrap();
bool is_stackable() const;
size_t stack_size() const;
size_t max_stack_size() const;
static bool is_common_consumable(uint32_t primary_identifier);
bool is_common_consumable() const;
void assign_mag_stats(const ItemMagStats& mag);
void clear_mag_stats();
uint16_t compute_mag_level() const;
uint16_t compute_mag_strength_flags() const;
uint8_t mag_photon_blast_for_slot(uint8_t slot) const;
bool mag_has_photon_blast_in_any_slot(uint8_t pb_num) const;
void add_mag_photon_blast(uint8_t pb_num);
void decode_for_version(GameVersion version);
void encode_for_version(GameVersion version, std::shared_ptr<const ItemParameterTable> item_parameter_table);
uint8_t get_encoded_v2_data() const;
bool has_encoded_v2_data() const;
uint16_t get_sealed_item_kill_count() const;
void set_sealed_item_kill_count(uint16_t v);
uint8_t get_tool_item_amount() const;
void set_tool_item_amount(uint8_t amount);
int16_t get_armor_or_shield_defense_bonus() const;
void set_armor_or_shield_defense_bonus(int16_t bonus);
int16_t get_common_armor_evasion_bonus() const;
void set_common_armor_evasion_bonus(int16_t bonus);
int16_t get_unit_bonus() const;
void set_unit_bonus(int16_t bonus);
bool has_bonuses() const;
bool is_s_rank_weapon() const;
EquipSlot default_equip_slot() const;
bool can_be_equipped_in_slot(EquipSlot slot) const;
bool empty() const;
static bool compare_for_sort(const ItemData& a, const ItemData& b);
} __attribute__((packed));