refactor(channelserver): replace magic numbers with named protocol constants

Extract numeric literals into named constants across quest handling,
save data parsing, rengoku skill layout, diva event timing, guild info,
achievement trophies, RP accrual rates, and semaphore IDs. Adds
constants_quest.go for quest-related constants shared across functions.

Pure rename/extract with zero behavior change.
This commit is contained in:
Houmgaor
2026-02-20 19:50:28 +01:00
parent bf983966a0
commit 7c444b023b
6 changed files with 124 additions and 88 deletions

View File

@@ -13,20 +13,20 @@ import (
type SavePointer int
const (
pGender = iota // +1
pRP // +2
pHouseTier // +5
pHouseData // +195
pBookshelfData // +lBookshelfData
pGalleryData // +1748
pToreData // +240
pGardenData // +68
pPlaytime // +4
pWeaponType // +1
pWeaponID // +2
pHR // +2
pGRP // +4
pKQF // +8
pGender = iota
pRP
pHouseTier
pHouseData
pBookshelfData
pGalleryData
pToreData
pGardenData
pPlaytime
pWeaponType
pWeaponID
pHR
pGRP
pKQF
lBookshelfData
)
@@ -146,16 +146,33 @@ func (save *CharacterSaveData) updateSaveDataWithStruct() {
rpBytes := make([]byte, 2)
binary.LittleEndian.PutUint16(rpBytes, save.RP)
if save.Mode >= _config.F4 {
copy(save.decompSave[save.Pointers[pRP]:save.Pointers[pRP]+2], rpBytes)
copy(save.decompSave[save.Pointers[pRP]:save.Pointers[pRP]+saveFieldRP], rpBytes)
}
if save.Mode >= _config.G10 {
copy(save.decompSave[save.Pointers[pKQF]:save.Pointers[pKQF]+8], save.KQF)
copy(save.decompSave[save.Pointers[pKQF]:save.Pointers[pKQF]+saveFieldKQF], save.KQF)
}
}
// This will update the save struct with the values stored in the character save
// Save data field sizes
const (
saveFieldRP = 2
saveFieldHouseTier = 5
saveFieldHouseData = 195
saveFieldGallery = 1748
saveFieldTore = 240
saveFieldGarden = 68
saveFieldPlaytime = 4
saveFieldWeaponID = 2
saveFieldHR = 2
saveFieldGRP = 4
saveFieldKQF = 8
saveFieldNameOffset = 88
saveFieldNameLen = 12
)
func (save *CharacterSaveData) updateStructWithSaveData() {
save.Name, _ = stringsupport.SJISToUTF8(bfutil.UpToNull(save.decompSave[88:100]))
save.Name, _ = stringsupport.SJISToUTF8(bfutil.UpToNull(save.decompSave[saveFieldNameOffset : saveFieldNameOffset+saveFieldNameLen]))
if save.decompSave[save.Pointers[pGender]] == 1 {
save.Gender = true
} else {
@@ -163,24 +180,24 @@ func (save *CharacterSaveData) updateStructWithSaveData() {
}
if !save.IsNewCharacter {
if save.Mode >= _config.S6 {
save.RP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pRP] : save.Pointers[pRP]+2])
save.HouseTier = save.decompSave[save.Pointers[pHouseTier] : save.Pointers[pHouseTier]+5]
save.HouseData = save.decompSave[save.Pointers[pHouseData] : save.Pointers[pHouseData]+195]
save.RP = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pRP] : save.Pointers[pRP]+saveFieldRP])
save.HouseTier = save.decompSave[save.Pointers[pHouseTier] : save.Pointers[pHouseTier]+saveFieldHouseTier]
save.HouseData = save.decompSave[save.Pointers[pHouseData] : save.Pointers[pHouseData]+saveFieldHouseData]
save.BookshelfData = save.decompSave[save.Pointers[pBookshelfData] : save.Pointers[pBookshelfData]+save.Pointers[lBookshelfData]]
save.GalleryData = save.decompSave[save.Pointers[pGalleryData] : save.Pointers[pGalleryData]+1748]
save.ToreData = save.decompSave[save.Pointers[pToreData] : save.Pointers[pToreData]+240]
save.GardenData = save.decompSave[save.Pointers[pGardenData] : save.Pointers[pGardenData]+68]
save.Playtime = binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pPlaytime] : save.Pointers[pPlaytime]+4])
save.GalleryData = save.decompSave[save.Pointers[pGalleryData] : save.Pointers[pGalleryData]+saveFieldGallery]
save.ToreData = save.decompSave[save.Pointers[pToreData] : save.Pointers[pToreData]+saveFieldTore]
save.GardenData = save.decompSave[save.Pointers[pGardenData] : save.Pointers[pGardenData]+saveFieldGarden]
save.Playtime = binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pPlaytime] : save.Pointers[pPlaytime]+saveFieldPlaytime])
save.WeaponType = save.decompSave[save.Pointers[pWeaponType]]
save.WeaponID = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pWeaponID] : save.Pointers[pWeaponID]+2])
save.HR = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pHR] : save.Pointers[pHR]+2])
save.WeaponID = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pWeaponID] : save.Pointers[pWeaponID]+saveFieldWeaponID])
save.HR = binary.LittleEndian.Uint16(save.decompSave[save.Pointers[pHR] : save.Pointers[pHR]+saveFieldHR])
if save.Mode >= _config.G1 {
if save.HR == uint16(999) {
save.GR = grpToGR(int(binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pGRP] : save.Pointers[pGRP]+4])))
save.GR = grpToGR(int(binary.LittleEndian.Uint32(save.decompSave[save.Pointers[pGRP] : save.Pointers[pGRP]+saveFieldGRP])))
}
}
if save.Mode >= _config.G10 {
save.KQF = save.decompSave[save.Pointers[pKQF] : save.Pointers[pKQF]+8]
save.KQF = save.decompSave[save.Pointers[pKQF] : save.Pointers[pKQF]+saveFieldKQF]
}
}
}