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The config package used `package _config` with a leading underscore, which is unconventional in Go. Rename to `package config` (matching the directory name) and use `cfg` as the standard import alias across all 93 importing files.
196 lines
5.2 KiB
Go
196 lines
5.2 KiB
Go
package mhfitem
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import (
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"erupe-ce/common/byteframe"
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"erupe-ce/common/token"
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cfg "erupe-ce/config"
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)
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// MHFItem represents a single item identified by its in-game item ID.
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type MHFItem struct {
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ItemID uint16
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}
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// MHFSigilEffect represents a single effect slot on a sigil with an ID and level.
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type MHFSigilEffect struct {
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ID uint16
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Level uint16
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}
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// MHFSigil represents a weapon sigil containing up to three effects.
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type MHFSigil struct {
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Effects []MHFSigilEffect
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Unk0 uint8
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Unk1 uint8
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Unk2 uint8
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Unk3 uint8
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}
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// MHFEquipment represents an equipment piece (weapon or armor) with its
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// decorations and sigils as stored in the player's warehouse.
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type MHFEquipment struct {
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WarehouseID uint32
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ItemType uint8
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Unk0 uint8
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ItemID uint16
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Level uint16
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Decorations []MHFItem
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Sigils []MHFSigil
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Unk1 uint16
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}
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// MHFItemStack represents a stacked item slot in the warehouse with a quantity.
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type MHFItemStack struct {
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WarehouseID uint32
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Item MHFItem
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Quantity uint16
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Unk0 uint32
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}
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// ReadWarehouseItem deserializes an MHFItemStack from a ByteFrame, assigning a
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// random warehouse ID if the encoded ID is zero.
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func ReadWarehouseItem(bf *byteframe.ByteFrame) MHFItemStack {
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var item MHFItemStack
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item.WarehouseID = bf.ReadUint32()
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if item.WarehouseID == 0 {
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item.WarehouseID = token.RNG.Uint32()
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}
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item.Item.ItemID = bf.ReadUint16()
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item.Quantity = bf.ReadUint16()
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item.Unk0 = bf.ReadUint32()
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return item
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}
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// DiffItemStacks merges an updated item stack list into an existing one,
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// matching by warehouse ID. New items receive a random ID; items with zero
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// quantity in the old list are removed.
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func DiffItemStacks(o []MHFItemStack, u []MHFItemStack) []MHFItemStack {
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// o = old, u = update, f = final
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var f []MHFItemStack
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for _, uItem := range u {
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exists := false
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for i := range o {
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if o[i].WarehouseID == uItem.WarehouseID {
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exists = true
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o[i].Quantity = uItem.Quantity
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}
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}
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if !exists {
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uItem.WarehouseID = token.RNG.Uint32()
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f = append(f, uItem)
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}
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}
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for _, oItem := range o {
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if oItem.Quantity > 0 {
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f = append(f, oItem)
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}
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}
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return f
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}
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// ToBytes serializes the item stack to its binary protocol representation.
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func (is MHFItemStack) ToBytes() []byte {
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bf := byteframe.NewByteFrame()
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bf.WriteUint32(is.WarehouseID)
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bf.WriteUint16(is.Item.ItemID)
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bf.WriteUint16(is.Quantity)
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bf.WriteUint32(is.Unk0)
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return bf.Data()
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}
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// SerializeWarehouseItems serializes a slice of item stacks with a uint16
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// count header for transmission in warehouse response packets.
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func SerializeWarehouseItems(i []MHFItemStack) []byte {
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bf := byteframe.NewByteFrame()
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bf.WriteUint16(uint16(len(i)))
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bf.WriteUint16(0) // Unused
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for _, j := range i {
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bf.WriteBytes(j.ToBytes())
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}
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return bf.Data()
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}
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// ReadWarehouseEquipment deserializes an MHFEquipment from a ByteFrame. The
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// binary layout varies by game version: sigils are present from G1 onward and
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// an additional field is present from Z1 onward.
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func ReadWarehouseEquipment(bf *byteframe.ByteFrame, mode cfg.Mode) MHFEquipment {
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var equipment MHFEquipment
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equipment.Decorations = make([]MHFItem, 3)
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equipment.Sigils = make([]MHFSigil, 3)
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for i := 0; i < 3; i++ {
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equipment.Sigils[i].Effects = make([]MHFSigilEffect, 3)
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}
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equipment.WarehouseID = bf.ReadUint32()
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if equipment.WarehouseID == 0 {
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equipment.WarehouseID = token.RNG.Uint32()
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}
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equipment.ItemType = bf.ReadUint8()
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equipment.Unk0 = bf.ReadUint8()
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equipment.ItemID = bf.ReadUint16()
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equipment.Level = bf.ReadUint16()
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for i := 0; i < 3; i++ {
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equipment.Decorations[i].ItemID = bf.ReadUint16()
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}
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if mode >= cfg.G1 {
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for i := 0; i < 3; i++ {
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for j := 0; j < 3; j++ {
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equipment.Sigils[i].Effects[j].ID = bf.ReadUint16()
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}
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for j := 0; j < 3; j++ {
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equipment.Sigils[i].Effects[j].Level = bf.ReadUint16()
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}
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equipment.Sigils[i].Unk0 = bf.ReadUint8()
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equipment.Sigils[i].Unk1 = bf.ReadUint8()
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equipment.Sigils[i].Unk2 = bf.ReadUint8()
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equipment.Sigils[i].Unk3 = bf.ReadUint8()
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}
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}
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if mode >= cfg.Z1 {
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equipment.Unk1 = bf.ReadUint16()
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}
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return equipment
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}
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// ToBytes serializes the equipment to its binary protocol representation.
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func (e MHFEquipment) ToBytes(mode cfg.Mode) []byte {
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bf := byteframe.NewByteFrame()
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bf.WriteUint32(e.WarehouseID)
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bf.WriteUint8(e.ItemType)
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bf.WriteUint8(e.Unk0)
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bf.WriteUint16(e.ItemID)
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bf.WriteUint16(e.Level)
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for i := 0; i < 3; i++ {
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bf.WriteUint16(e.Decorations[i].ItemID)
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}
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if mode >= cfg.G1 {
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for i := 0; i < 3; i++ {
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for j := 0; j < 3; j++ {
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bf.WriteUint16(e.Sigils[i].Effects[j].ID)
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}
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for j := 0; j < 3; j++ {
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bf.WriteUint16(e.Sigils[i].Effects[j].Level)
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}
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bf.WriteUint8(e.Sigils[i].Unk0)
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bf.WriteUint8(e.Sigils[i].Unk1)
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bf.WriteUint8(e.Sigils[i].Unk2)
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bf.WriteUint8(e.Sigils[i].Unk3)
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}
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}
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if mode >= cfg.Z1 {
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bf.WriteUint16(e.Unk1)
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}
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return bf.Data()
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}
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// SerializeWarehouseEquipment serializes a slice of equipment with a uint16
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// count header for transmission in warehouse response packets.
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func SerializeWarehouseEquipment(i []MHFEquipment, mode cfg.Mode) []byte {
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bf := byteframe.NewByteFrame()
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bf.WriteUint16(uint16(len(i)))
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bf.WriteUint16(0) // Unused
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for _, j := range i {
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bf.WriteBytes(j.ToBytes(mode))
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}
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return bf.Data()
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}
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