use aliases for subordinate boss entities; closes #545

This commit is contained in:
Martin Michelsen
2024-08-02 17:47:10 -07:00
parent 299e187380
commit 3a74dbf04e
3 changed files with 68 additions and 30 deletions
+43 -12
View File
@@ -668,7 +668,8 @@ Map::Enemy::Enemy(
uint8_t floor,
uint16_t section,
uint16_t wave_number,
EnemyType type)
EnemyType type,
uint16_t alias_entity_id)
: source_index(source_index),
set_index(set_index),
enemy_id(enemy_id),
@@ -678,7 +679,8 @@ Map::Enemy::Enemy(
wave_number(wave_number),
type(type),
floor(floor),
server_flags(0) {}
server_flags(0),
alias_entity_id(alias_entity_id) {}
string Map::Enemy::str() const {
return phosg::string_printf("[Map::Enemy E-%hX source %zX %s%s floor=%02hhX section=%04hX wave_number=%04hX server_flags=%02hhX]",
@@ -800,9 +802,9 @@ void Map::add_enemy(
size_t set_index = this->enemy_set_flags.size();
this->enemy_set_flags.emplace_back(0);
auto add = [&](EnemyType type) -> void {
auto add = [&](EnemyType type, uint16_t alias_enemy_id = 0xFFFF) -> void {
uint16_t enemy_id = this->enemies.size();
this->enemies.emplace_back(enemy_id, source_index, set_index, floor, e.section, e.wave_number, type);
this->enemies.emplace_back(enemy_id, source_index, set_index, floor, e.section, e.wave_number, type, alias_enemy_id);
uint64_t k = section_index_key(floor, e.section, e.wave_number);
this->floor_section_and_wave_number_to_enemy_index.emplace(k, enemy_id);
};
@@ -1075,27 +1077,34 @@ void Map::add_enemy(
case 0x00C5: // Unnamed subclass of TObjEnemyCustom
add(EnemyType::VOL_OPT_2);
break;
case 0x00C8: // TBoss4DarkFalz
case 0x00C8: { // TBoss4DarkFalz
if ((e.num_children != 0) && (e.num_children != 0x200)) {
this->log.warning("DARK_FALZ has an unusual num_children (0x%hX)", e.num_children.load());
}
default_num_children = -1; // Skip adding children (because we do it here)
uint16_t base_enemy_id = this->enemies.size();
if (difficulty) {
add(EnemyType::DARK_FALZ_3);
} else {
add(EnemyType::DARK_FALZ_2);
}
default_num_children = -1; // Skip adding children (because we do it here)
for (size_t x = 0; x < 0x1FD; x++) {
add(difficulty == 3 ? EnemyType::DARVANT_ULTIMATE : EnemyType::DARVANT);
}
add(EnemyType::DARK_FALZ_3);
add(EnemyType::DARK_FALZ_2);
add(EnemyType::DARK_FALZ_1);
add(EnemyType::DARK_FALZ_3, base_enemy_id);
add(EnemyType::DARK_FALZ_2, base_enemy_id);
add(EnemyType::DARK_FALZ_1, base_enemy_id);
break;
case 0x00CA: // TBoss6PlotFalz
}
case 0x00CA: { // TBoss6PlotFalz
uint16_t base_enemy_id = this->enemies.size();
add(EnemyType::OLGA_FLOW_2);
default_num_children = 0x200;
default_num_children = -1; // Skip adding children (because we do it here)
for (size_t x = 0; x < 0x200; x++) {
add(EnemyType::OLGA_FLOW_2, base_enemy_id);
}
break;
}
case 0x00CB: // TBoss7DeRolLeC
add(EnemyType::BARBA_RAY);
child_type = EnemyType::PIG_RAY;
@@ -1653,12 +1662,34 @@ void Map::add_entities_from_quest_data(
}
}
const Map::Enemy& Map::find_enemy(uint16_t enemy_id) const {
return const_cast<Map*>(this)->find_enemy(enemy_id);
}
Map::Enemy& Map::find_enemy(uint16_t enemy_id) {
if (this->enemies.empty()) {
throw out_of_range("no enemies defined");
}
if (enemy_id >= this->enemies.size()) {
throw out_of_range("enemy ID out of range");
}
auto& enemy = this->enemies[enemy_id];
if (enemy.alias_entity_id != 0xFFFF) {
if (enemy.alias_entity_id >= this->enemies.size()) {
throw out_of_range("aliased enemy ID out of range");
}
return this->enemies[enemy.alias_entity_id];
} else {
return enemy;
}
}
const Map::Enemy& Map::find_enemy(uint8_t floor, EnemyType type) const {
return const_cast<Map*>(this)->find_enemy(floor, type);
}
Map::Enemy& Map::find_enemy(uint8_t floor, EnemyType type) {
if (enemies.empty()) {
if (this->enemies.empty()) {
throw out_of_range("no enemies defined");
}
// TODO: Linear search is bad here. Do something better, like binary search