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d2char.h 4.22 KB
Imanol-Mikel Barba Sabariego authored
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#ifndef D2CHAR_H
#define D2CHAR_H

#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
#include <time.h>

#include "d2quest.h"
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#include "d2strings.h"
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#include "d2waypoints.h"
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#define D2S_HEADER_LENGTH 765
#define D2S_SIGNATURE 0xAA55AA55
#define D2S_CHECKSUM_OFFSET 12
#define D2S_CHECKSUM_LENGTH 4
#define D2S_CHARNAME_LENGTH 16
#define D2S_HOTKEYS_LENGTH 64
#define D2S_CHAR_APPEARANCE_LENGTH 32
#define D2S_DIFFICULTY_LENGTH 3
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#define D2S_WAYPOINTS_LENGTH 80
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#define D2S_NPCDATA_LENGTH 51

#define D2S_CHARSTATUS_HARDCORE 0x04
#define D2S_CHARSTATUS_DIED 0x08
#define D2S_CHARSTATUS_EXPANSION 0x20
#define D2S_CHARSTATUS_LADDER 0x40
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#define D2S_DIFFICULTY_ACTIVE 0x80
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typedef enum D2S_DIFFICULTY {
    D2S_DIFFICULTY_UNKNOWN = -1,
    D2S_DIFFICULTY_NORMAL = 0,
    D2S_DIFFICULTY_NIGHTMARE = 1,
    D2S_DIFFICULTY_HELL = 2
} D2S_DIFFICULTY;

typedef enum D2S_VERSION {
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    VER_106 = 71,
    VER_107 = 87,
    VER_108XP = 87,
    VER_108 = 89,
    VER_109 = 92,
    VER_110 = 96
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} D2S_VERSION;
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typedef enum D2S_CHARCLASS {
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    D2S_CHARCLASS_UNKNOWN = -1,
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    D2S_CHARCLASS_AMAZON = 0,
    D2S_CHARCLASS_SORCERESS = 1,
    D2S_CHARCLASS_NECROMANCER = 2,
    D2S_CHARCLASS_PALADIN = 3,
    D2S_CHARCLASS_BARBARIAN = 4,
    D2S_CHARCLASS_DRUID = 5,
    D2S_CHARCLASS_ASSASSIN = 6
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} D2S_CHARCLASS;

typedef enum D2S_ACT {
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    D2S_ACT_UNKNOWN = -1,
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    D2S_ACT1 = 0,
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    D2S_ACT2,
    D2S_ACT3,
    D2S_ACT4,
    D2S_ACT5
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} D2S_ACT;
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// TODO: Add file hex offsets for each field
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typedef struct __attribute__((packed)){
    uint32_t signature;
    uint32_t versionID;
    uint32_t fileSize;
    uint32_t checksum;
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    uint32_t activeWeapon; // Determines which weapon set (I or II in inventory) is currently in use
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    char name[D2S_CHARNAME_LENGTH];
    uint8_t charStatus;
    uint8_t charProgress;
    uint16_t unknown1; // TODO
    uint8_t charClass;
    uint16_t unknown2; // TODO
    uint8_t charLevel;
    uint32_t unknown3; // TODO
    uint32_t lastPlayed;
    uint32_t unknown4; // TODO
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    uint8_t hotkeys[D2S_HOTKEYS_LENGTH]; // TODO: Not implemented
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    uint32_t leftAbility;
    uint32_t rightAbility;
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    uint32_t leftAbilityAlt; // Left ability when alternative weapon set (II) is selected
    uint32_t rightAbilityAlt; // Right ability when alternative weapon set (II) is selected
    uint8_t charAppearance[D2S_CHAR_APPEARANCE_LENGTH]; // Not implemented. Too bad!
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    uint8_t difficulty[D2S_DIFFICULTY_LENGTH];
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    uint32_t mapID; // Not implemented. Too bad!
    uint16_t unknown5; // TODO
    uint16_t mercenaryDead;
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    uint32_t mercenarySeed;
    uint16_t mercenaryNameID;
    uint16_t mercenaryType;
    uint32_t mercenaryExp;
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    uint8_t unknown6[144]; // TODO
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    D2QuestData questData;
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    D2WaypointsData waypointsData;
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    uint8_t unknown7; // TODO. Apparently this is always 0x01
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    uint8_t NPCIntroductions[D2S_NPCDATA_LENGTH]; // TODO: Not implemented
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} D2CharHeader;
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// TODO: Load from file.
// int loadD2CharFromFile(const char* file, D2CharHeader** header, void** data);

// TODO: Write to file.
// int writeD2CharToFile(const char* file, D2CharHeader* header, void* charData,)
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uint32_t calcChecksum(D2CharHeader* c, void* charData);
int checkChecksum(D2CharHeader* c, void* charData);
int isHardcore(D2CharHeader* c);
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void setHardcore(D2CharHeader* c, int bool);
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int hasDied(D2CharHeader* c);
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void setDied(D2CharHeader* c, int bool);
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int isExpansion(D2CharHeader* c);
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void setExpansion(D2CharHeader* c, int bool);
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int isLadder(D2CharHeader* c);
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void setLadder(D2CharHeader* c, int bool);
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int isFemale(D2CharHeader* c);

// Returns static string from library memory, no need to free
const char* getCharacterTitle(D2CharHeader* c);

// Writes to user-allocated string. Format is default locale's time representation
size_t getLastPlayed(D2CharHeader* c, char* buf, size_t bufLen);
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// This is the last difficulty played, not the highest available. For that, use getProgress()
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// 0 = Normal, 2 = Hell
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D2S_DIFFICULTY getCurrentDifficulty(D2CharHeader* c);
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// This is the last act played, not the highest available. For that, use getProgress()
// 0 = Act I, 4 = Act V (Expansion)
D2S_ACT getCurrentAct(D2CharHeader* c);

void getProgress(D2CharHeader* c, D2S_ACT* act, D2S_DIFFICULTY* difficulty);
int setProgress(D2CharHeader* c, D2S_ACT act, D2S_DIFFICULTY difficulty);
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#endif