clean up map parsing
This commit is contained in:
+178
-197
@@ -57,10 +57,24 @@ const BattleParams* BattleParamTable::get_subtable(bool solo, uint8_t episode,
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PSOEnemy::PSOEnemy() : PSOEnemy(0, 0) { }
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PSOEnemy::PSOEnemy(uint64_t id) : PSOEnemy(id, 0, 0, 0) { }
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PSOEnemy::PSOEnemy(uint32_t experience, uint32_t rt_index) : unused(0),
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hit_flags(0), last_hit(0), experience(experience), rt_index(rt_index) { }
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PSOEnemy::PSOEnemy(
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uint64_t id,
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uint16_t source_type,
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uint32_t experience,
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uint32_t rt_index)
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: id(id),
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source_type(source_type),
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hit_flags(0),
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last_hit(0),
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experience(experience),
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rt_index(rt_index) { }
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string PSOEnemy::str() const {
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return string_printf("[Enemy E-%" PRIX64 " source_type=%hX hit=%02hhX/%hu exp=%" PRIu32 " rt_index=%" PRIX32 "]",
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this->id, this->source_type, this->hit_flags, this->last_hit, this->experience, this->rt_index);
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}
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@@ -76,358 +90,325 @@ struct EnemyEntry {
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uint32_t reserved15;
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} __attribute__((packed));
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static uint64_t next_enemy_id = 1;
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static vector<PSOEnemy> parse_map(uint8_t episode, uint8_t difficulty,
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const BattleParams* battle_params, const EnemyEntry* map,
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size_t entry_count, bool alt_enemies) {
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vector<PSOEnemy> enemies;
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enemies.resize(0xB50);
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size_t num_enemies = 0;
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// TODO: this is some of the nastiest code ever. de-nastify it at your leisure
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for (size_t y = 0; y < entry_count; y++) {
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if (enemies.size() >= 0xB50) {
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break;
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auto create_clones = [&](size_t count) {
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for (; count > 0; count--) {
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enemies.emplace_back(next_enemy_id++);
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}
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};
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size_t num_clones = map[y].num_clones;
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for (size_t y = 0; y < entry_count; y++) {
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const auto& e = map[y];
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size_t num_clones = e.num_clones;
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switch (map[y].base) {
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switch (e.base) {
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case 0x40: // Hildebear and Hildetorr
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enemies[num_enemies].rt_index = 0x01 + (map[y].skin & 0x01);
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enemies[num_enemies].experience = battle_params[0x49 + (map[y].skin & 0x01)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x49 + (e.skin & 0x01)].experience,
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0x01 + (e.skin & 0x01));
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break;
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case 0x41: // Rappies
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if (episode == 3) { // Del Rappy and Sand Rappy
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enemies[num_enemies].rt_index = 17 + (map[y].skin & 0x01);
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if (alt_enemies) {
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enemies[num_enemies].experience = battle_params[0x17 + (map[y].skin & 0x01)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x17 + (e.skin & 0x01)].experience,
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17 + (e.skin & 0x01));
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} else {
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enemies[num_enemies].experience = battle_params[0x05 + (map[y].skin & 0x01)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x05 + (e.skin & 0x01)].experience,
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17 + (e.skin & 0x01));
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}
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} else { // Rag Rappy and Al Rappy (Love for Episode II)
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if (map[y].skin & 0x01) {
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enemies[num_enemies].rt_index = 0xFF; // No clue what rappy it could be... yet.
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if (e.skin & 0x01) {
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x18 + (e.skin & 0x01)].experience,
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0xFF); // Don't know (yet) which rare Rappy it is
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} else {
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enemies[num_enemies].rt_index = 5;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x18 + (e.skin & 0x01)].experience,
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5);
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}
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enemies[num_enemies].experience = battle_params[0x18 + (map[y].skin & 0x01)].experience;
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}
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break;
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case 0x42: // Monest + 30 Mothmants
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enemies[num_enemies].experience = battle_params[0x01].experience;
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enemies[num_enemies].rt_index = 4;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x01].experience, 4);
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for (size_t x = 0; x < 30; x++) {
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if (num_enemies >= 0xB50) {
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break;
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}
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num_enemies++;
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enemies[num_enemies].rt_index = 3;
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enemies[num_enemies].experience = battle_params[0x00].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x00].experience, 3);
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}
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break;
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case 0x43: // Savage Wolf and Barbarous Wolf
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enemies[num_enemies].rt_index = 7 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
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enemies[num_enemies].experience = battle_params[0x02 + ((map[y].reserved[10] & 0x800000) ? 1 : 0)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x02 + ((e.reserved[10] & 0x800000) ? 1 : 0)].experience,
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7 + ((e.reserved[10] & 0x800000) ? 1 : 0));
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break;
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case 0x44: // Booma family
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enemies[num_enemies].rt_index = 9 + (map[y].skin % 3);
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enemies[num_enemies].experience = battle_params[0x4B + (map[y].skin % 3)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x4B + (e.skin % 3)].experience,
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9 + (e.skin % 3));
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break;
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case 0x60: // Grass Assassin
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enemies[num_enemies].rt_index = 12;
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enemies[num_enemies].experience = battle_params[0x4E].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x4E].experience, 12);
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break;
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case 0x61: // Del Lily, Poison Lily, Nar Lily
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if ((episode == 2) && (alt_enemies)) {
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enemies[num_enemies].rt_index = 83;
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enemies[num_enemies].experience = battle_params[0x25].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x25].experience, 83);
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} else {
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enemies[num_enemies].rt_index = 13 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
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enemies[num_enemies].experience = battle_params[0x04 + ((map[y].reserved[10] & 0x800000) ? 1 : 0)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x04 + ((e.reserved[10] & 0x800000) ? 1 : 0)].experience,
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13 + ((e.reserved[10] & 0x800000) ? 1 : 0));
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}
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break;
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case 0x62: // Nano Dragon
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enemies[num_enemies].rt_index = 15;
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enemies[num_enemies].experience = battle_params[0x1A].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1A].experience, 15);
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break;
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case 0x63: // Shark family
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enemies[num_enemies].rt_index = 16 + (map[y].skin % 3);
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enemies[num_enemies].experience = battle_params[0x4F + (map[y].skin % 3)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x4F + (e.skin % 3)].experience,
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16 + (e.skin % 3));
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break;
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case 0x64: // Slime + 4 clones
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enemies[num_enemies].rt_index = 19 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
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enemies[num_enemies].experience = battle_params[0x2F + ((map[y].reserved[10] & 0x800000) ? 0 : 1)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x2F + ((e.reserved[10] & 0x800000) ? 0 : 1)].experience,
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19 + ((e.reserved[10] & 0x800000) ? 1 : 0));
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for (size_t x = 0; x < 4; x++) {
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if (num_enemies >= 0xB50) {
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break;
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}
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num_enemies++;
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enemies[num_enemies].rt_index = 19;
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enemies[num_enemies].experience = battle_params[0x30].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x30].experience, 19);
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}
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break;
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case 0x65: // Pan Arms, Migium, Hidoom
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for (size_t x = 0; x < 3; x++) {
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enemies[num_enemies + x].rt_index = 21 + x;
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enemies[num_enemies + x].experience = battle_params[0x31 + x].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x31 + x].experience, 21 + x);
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}
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num_enemies += 2;
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break;
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case 0x80: // Dubchic and Gilchic
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enemies[num_enemies].experience = battle_params[0x1B + (map[y].skin & 0x01)].experience;
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if (map[y].skin & 0x01) {
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enemies[num_enemies].rt_index = 50;
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case 0x80: // Dubchic and Gillchic
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if (e.skin & 0x01) {
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x1B + (e.skin & 0x01)].experience, 50);
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} else {
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enemies[num_enemies].rt_index = 24;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x1B + (e.skin & 0x01)].experience, 24);
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}
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break;
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case 0x81: // Garanz
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enemies[num_enemies].rt_index = 25;
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enemies[num_enemies].experience = battle_params[0x1D].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1D].experience, 25);
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break;
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case 0x82: // Sinow Beat and Gold
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enemies[num_enemies].rt_index = 26 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
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if (map[y].reserved[10] & 0x800000) {
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enemies[num_enemies].experience = battle_params[0x13].experience;
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if (e.reserved[10] & 0x800000) {
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x13].experience,
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26 + ((e.reserved[10] & 0x800000) ? 1 : 0));
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} else {
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enemies[num_enemies].experience = battle_params[0x06].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x06].experience,
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26 + ((e.reserved[10] & 0x800000) ? 1 : 0));
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}
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if (map[y].num_clones == 0) {
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num_clones = 4; // only if no clone # present
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if (e.num_clones == 0) {
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create_clones(4);
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}
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break;
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case 0x83: // Canadine
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enemies[num_enemies].rt_index = 28;
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enemies[num_enemies].experience = battle_params[0x07].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x07].experience, 28);
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break;
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case 0x84: // Canadine Group
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enemies[num_enemies].rt_index = 29;
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enemies[num_enemies].experience = battle_params[0x09].experience;
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for (size_t x = 1; x < 9; x++) {
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enemies[num_enemies + x].rt_index = 28;
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enemies[num_enemies + x].experience = battle_params[0x08].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x09].experience, 29);
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for (size_t x = 0; x < 8; x++) {
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x08].experience, 28);
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}
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num_enemies += 8;
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break;
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case 0x85: // Dubwitch
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break;
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case 0xA0: // Delsaber
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enemies[num_enemies].rt_index = 30;
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enemies[num_enemies].experience = battle_params[0x52].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x52].experience, 30);
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break;
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case 0xA1: // Chaos Sorcerer + 2 Bits
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enemies[num_enemies].rt_index = 31;
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enemies[num_enemies].experience = battle_params[0x0A].experience;
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num_enemies += 2;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0A].experience, 31);
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create_clones(2);
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break;
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case 0xA2: // Dark Gunner
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enemies[num_enemies].rt_index = 34;
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enemies[num_enemies].experience = battle_params[0x1E].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1E].experience, 34);
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break;
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case 0xA4: // Chaos Bringer
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enemies[num_enemies].rt_index = 36;
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enemies[num_enemies].experience = battle_params[0x0D].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0D].experience, 36);
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break;
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case 0xA5: // Dark Belra
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enemies[num_enemies].rt_index = 37;
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enemies[num_enemies].experience = battle_params[0x0E].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0E].experience, 37);
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break;
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case 0xA6: // Dimenian family
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enemies[num_enemies].rt_index = 41 + (map[y].skin % 3);
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enemies[num_enemies].experience = battle_params[0x53 + (map[y].skin % 3)].experience;
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enemies.emplace_back(next_enemy_id++, e.base,
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battle_params[0x53 + (e.skin % 3)].experience, 41 + (e.skin % 3));
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break;
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case 0xA7: // Bulclaw + 4 claws
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enemies[num_enemies].rt_index = 40;
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enemies[num_enemies].experience = battle_params[0x1F].experience;
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for (size_t x = 1; x < 5; x++) {
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enemies[num_enemies + x].rt_index = 38;
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enemies[num_enemies + x].experience = battle_params[0x20].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1F].experience, 40);
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for (size_t x = 0; x < 4; x++) {
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x20].experience, 38);
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}
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num_enemies += 4;
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break;
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case 0xA8: // Claw
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enemies[num_enemies].rt_index = 38;
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enemies[num_enemies].experience = battle_params[0x20].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x20].experience, 38);
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break;
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case 0xC0: // Dragon or Gal Gryphon
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if (episode == 1) {
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enemies[num_enemies].rt_index = 44;
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enemies[num_enemies].experience = battle_params[0x12].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x12].experience, 44);
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} else if (episode == 0x02) {
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enemies[num_enemies].rt_index = 77;
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enemies[num_enemies].experience = battle_params[0x1E].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1E].experience, 77);
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}
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break;
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case 0xC1: // De Rol Le
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enemies[num_enemies].rt_index = 45;
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enemies[num_enemies].experience = battle_params[0x0F].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0F].experience, 45);
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break;
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case 0xC2: // Vol Opt form 1
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break;
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case 0xC5: // Vol Opt form 2
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enemies[num_enemies].rt_index = 46;
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enemies[num_enemies].experience = battle_params[0x25].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x25].experience, 46);
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break;
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case 0xC8: // Dark Falz + 510 Helpers
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enemies[num_enemies].rt_index = 47;
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if (difficulty) {
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enemies[num_enemies].experience = battle_params[0x38].experience; // Form 2
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x38].experience, 47); // Final form
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} else {
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enemies[num_enemies].experience = battle_params[0x37].experience;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x37].experience, 47); // Second form
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}
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for (size_t x = 1; x < 511; x++) {
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//enemies[num_enemies + x].base = 200;
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enemies[num_enemies + x].experience = battle_params[0x35].experience;
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for (size_t x = 0; x < 510; x++) {
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x35].experience, 0);
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}
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num_enemies += 510;
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break;
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case 0xCA: // Olga Flow
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enemies[num_enemies].rt_index = 78;
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enemies[num_enemies].experience = battle_params[0x2C].experience;
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num_enemies += 512;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x2C].experience, 78);
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create_clones(0x200);
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break;
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case 0xCB: // Barba Ray
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enemies[num_enemies].rt_index = 73;
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enemies[num_enemies].experience = battle_params[0x0F].experience;
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num_enemies += 47;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0F].experience, 73);
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create_clones(0x2F);
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break;
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case 0xCC: // Gol Dragon
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enemies[num_enemies].rt_index = 76;
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enemies[num_enemies].experience = battle_params[0x12].experience;
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num_enemies += 5;
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enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x12].experience, 76);
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create_clones(5);
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break;
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case 0xD4: // Sinow Berill & Spigell
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enemies[num_enemies].rt_index = 62 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
|
||||
enemies[num_enemies].experience = battle_params[(map[y].reserved[10] & 0x800000) ? 0x13 : 0x06].experience;
|
||||
num_enemies += 4; // Add 4 clones which are never used...
|
||||
case 0xD4: // Sinows Berill & Spigell
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[(e.reserved[10] & 0x800000) ? 0x13 : 0x06].experience,
|
||||
62 + ((e.reserved[10] & 0x800000) ? 1 : 0));
|
||||
create_clones(4);
|
||||
break;
|
||||
case 0xD5: // Merillia & Meriltas
|
||||
enemies[num_enemies].rt_index = 52 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x4B + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x4B + (e.skin & 0x01)].experience,
|
||||
52 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0xD6: // Mericus, Merikle, & Mericarol
|
||||
enemies[num_enemies].rt_index = 56 + (map[y].skin % 3);
|
||||
if (map[y].skin) {
|
||||
enemies[num_enemies].experience = battle_params[0x44 + (map[y].skin % 3)].experience;
|
||||
if (e.skin) {
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x44 + (e.skin % 3)].experience, 56 + (e.skin % 3));
|
||||
} else {
|
||||
enemies[num_enemies].experience = battle_params[0x3A].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x3A].experience, 56 + (e.skin % 3));
|
||||
}
|
||||
break;
|
||||
case 0xD7: // Ul Gibbon and Zol Gibbon
|
||||
enemies[num_enemies].rt_index = 59 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x3B + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x3B + (e.skin & 0x01)].experience,
|
||||
59 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0xD8: // Gibbles
|
||||
enemies[num_enemies].rt_index = 61;
|
||||
enemies[num_enemies].experience = battle_params[0x3D].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x3D].experience, 61);
|
||||
break;
|
||||
case 0xD9: // Gee
|
||||
enemies[num_enemies].rt_index = 54;
|
||||
enemies[num_enemies].experience = battle_params[0x07].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x07].experience, 54);
|
||||
break;
|
||||
case 0xDA: // Gi Gue
|
||||
enemies[num_enemies].rt_index = 55;
|
||||
enemies[num_enemies].experience = battle_params[0x1A].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1A].experience, 55);
|
||||
break;
|
||||
case 0xDB: // Deldepth
|
||||
enemies[num_enemies].rt_index = 71;
|
||||
enemies[num_enemies].experience = battle_params[0x30].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x30].experience, 71);
|
||||
break;
|
||||
case 0xDC: // Delbiter
|
||||
enemies[num_enemies].rt_index = 72;
|
||||
enemies[num_enemies].experience = battle_params[0x0D].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0D].experience, 72);
|
||||
break;
|
||||
case 0xDD: // Dolmolm and Dolmdarl
|
||||
enemies[num_enemies].rt_index = 64 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x4F + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x4F + (e.skin & 0x01)].experience,
|
||||
64 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0xDE: // Morfos
|
||||
enemies[num_enemies].rt_index = 66;
|
||||
enemies[num_enemies].experience = battle_params[0x40].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x40].experience, 66);
|
||||
break;
|
||||
case 0xDF: // Recobox & Recons
|
||||
enemies[num_enemies].rt_index = 67;
|
||||
enemies[num_enemies].experience = battle_params[0x41].experience;
|
||||
for (size_t x = 1; x <= map[y].num_clones; x++) {
|
||||
enemies[num_enemies + x].rt_index = 68;
|
||||
enemies[num_enemies + x].experience = battle_params[0x42].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x41].experience, 67);
|
||||
for (size_t x = 0; x < e.num_clones; x++) {
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x42].experience, 68);
|
||||
}
|
||||
break;
|
||||
case 0xE0: // Epsilon, Sinow Zoa and Zele
|
||||
if ((episode == 0x02) && (alt_enemies)) {
|
||||
enemies[num_enemies].rt_index = 84;
|
||||
enemies[num_enemies].experience = battle_params[0x23].experience;
|
||||
num_enemies += 4;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x23].experience, 84);
|
||||
create_clones(4);
|
||||
} else {
|
||||
enemies[num_enemies].rt_index = 69 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x43 + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x43 + (e.skin & 0x01)].experience,
|
||||
69 + (e.skin & 0x01));
|
||||
}
|
||||
break;
|
||||
case 0xE1: // Ill Gill
|
||||
enemies[num_enemies].rt_index = 82;
|
||||
enemies[num_enemies].experience = battle_params[0x26].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x26].experience, 82);
|
||||
break;
|
||||
case 0x0110: // Astark
|
||||
enemies[num_enemies].rt_index = 1;
|
||||
enemies[num_enemies].experience = battle_params[0x09].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x09].experience, 1);
|
||||
break;
|
||||
case 0x0111: // Satellite Lizard and Yowie
|
||||
enemies[num_enemies].rt_index = 2 + ((map[y].reserved[10] & 0x800000) ? 0 : 1);
|
||||
enemies[num_enemies].experience = battle_params[0x0D + ((map[y].reserved[10] & 0x800000) ? 1 : 0) + (alt_enemies ? 0x10 : 0)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x0D + ((e.reserved[10] & 0x800000) ? 1 : 0) + (alt_enemies ? 0x10 : 0)].experience,
|
||||
2 + ((e.reserved[10] & 0x800000) ? 0 : 1));
|
||||
break;
|
||||
case 0x0112: // Merissa A/AA
|
||||
enemies[num_enemies].rt_index = 4 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x19 + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x19 + (e.skin & 0x01)].experience,
|
||||
4 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0x0113: // Girtablulu
|
||||
enemies[num_enemies].rt_index = 6;
|
||||
enemies[num_enemies].experience = battle_params[0x1F].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1F].experience, 6);
|
||||
break;
|
||||
case 0x0114: // Zu and Pazuzu
|
||||
enemies[num_enemies].rt_index = 7 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x0B + (map[y].skin & 0x01) + (alt_enemies ? 0x14: 0x00)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x0B + (e.skin & 0x01) + (alt_enemies ? 0x14: 0x00)].experience,
|
||||
7 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0x0115: // Boota family
|
||||
enemies[num_enemies].rt_index = 9 + (map[y].skin % 3);
|
||||
if (map[y].skin & 2) {
|
||||
enemies[num_enemies].experience = battle_params[0x03].experience;
|
||||
if (e.skin & 2) {
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x03].experience, 9 + (e.skin % 3));
|
||||
} else {
|
||||
enemies[num_enemies].experience = battle_params[0x00 + (map[y].skin % 3)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x00 + (e.skin % 3)].experience,
|
||||
9 + (e.skin % 3));
|
||||
}
|
||||
break;
|
||||
case 0x0116: // Dorphon and Eclair
|
||||
enemies[num_enemies].rt_index = 12 + (map[y].skin & 0x01);
|
||||
enemies[num_enemies].experience = battle_params[0x0F + (map[y].skin & 0x01)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x0F + (e.skin & 0x01)].experience,
|
||||
12 + (e.skin & 0x01));
|
||||
break;
|
||||
case 0x0117: // Goran family
|
||||
if (map[y].skin & 0x02) {
|
||||
enemies[num_enemies].rt_index = 15;
|
||||
} else if (map[y].skin & 0x01) {
|
||||
enemies[num_enemies].rt_index = 16;
|
||||
} else {
|
||||
enemies[num_enemies].rt_index = 14;
|
||||
}
|
||||
enemies[num_enemies].experience = battle_params[0x11 + (map[y].skin % 3)].experience;
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x11 + (e.skin % 3)].experience,
|
||||
(e.skin & 2) ? 15 : ((e.skin & 1) ? 16 : 14));
|
||||
break;
|
||||
case 0x0119: // Saint Million, Shambertin, and Kondrieu
|
||||
if (map[y].reserved[10] & 0x800000) {
|
||||
enemies[num_enemies].rt_index = 21;
|
||||
} else {
|
||||
enemies[num_enemies].rt_index = 19 + (map[y].skin & 0x01);
|
||||
}
|
||||
enemies[num_enemies].experience = battle_params[0x22].experience;
|
||||
case 0x0119: // Saint Million, Shambertin, Kondrieu
|
||||
enemies.emplace_back(next_enemy_id++, e.base,
|
||||
battle_params[0x22].experience,
|
||||
(e.reserved[10] & 0x800000) ? 21 : (19 + (e.skin & 0x01)));
|
||||
break;
|
||||
default:
|
||||
enemies[num_enemies].experience = 0xFFFFFFFF;
|
||||
static_game_data_log.warning("Unknown enemy type %08" PRIX32 " %08" PRIX32,
|
||||
map[y].base, map[y].skin);
|
||||
enemies.emplace_back(next_enemy_id++, e.base, 0xFFFFFFFF, 0);
|
||||
static_game_data_log.warning(
|
||||
"(Entry %zu, offset %zX in file) Unknown enemy type %08" PRIX32 " %08" PRIX32,
|
||||
y, y * sizeof(EnemyEntry), e.base, e.skin);
|
||||
break;
|
||||
}
|
||||
if (num_clones) {
|
||||
num_enemies += num_clones;
|
||||
}
|
||||
num_enemies++;
|
||||
}
|
||||
create_clones(num_clones);
|
||||
}
|
||||
|
||||
return enemies;
|
||||
|
||||
+16
-12
@@ -2,22 +2,23 @@
|
||||
|
||||
#include <inttypes.h>
|
||||
|
||||
#include <phosg/Encoding.hh>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
|
||||
|
||||
struct BattleParams {
|
||||
uint16_t atp; // attack power
|
||||
uint16_t psv; // perseverance (intelligence?)
|
||||
uint16_t evp; // evasion
|
||||
uint16_t hp; // hit points
|
||||
uint16_t dfp; // defense
|
||||
uint16_t ata; // accuracy
|
||||
uint16_t lck; // luck
|
||||
le_uint16_t atp; // attack power
|
||||
le_uint16_t psv; // perseverance (intelligence?)
|
||||
le_uint16_t evp; // evasion
|
||||
le_uint16_t hp; // hit points
|
||||
le_uint16_t dfp; // defense
|
||||
le_uint16_t ata; // accuracy
|
||||
le_uint16_t lck; // luck
|
||||
uint8_t unknown_a1[0x0E];
|
||||
uint32_t experience;
|
||||
uint32_t difficulty;
|
||||
le_uint32_t experience;
|
||||
le_uint32_t difficulty;
|
||||
} __attribute__((packed));
|
||||
|
||||
struct BattleParamTable {
|
||||
@@ -39,14 +40,17 @@ struct BattleParamIndex {
|
||||
|
||||
// an enemy entry as loaded by the game
|
||||
struct PSOEnemy {
|
||||
uint16_t unused;
|
||||
uint64_t id;
|
||||
uint16_t source_type;
|
||||
uint8_t hit_flags;
|
||||
uint8_t last_hit;
|
||||
uint32_t experience;
|
||||
uint32_t rt_index;
|
||||
|
||||
PSOEnemy();
|
||||
PSOEnemy(uint32_t experience, uint32_t rt_index);
|
||||
explicit PSOEnemy(uint64_t id);
|
||||
PSOEnemy(uint64_t id, uint16_t source_type, uint32_t experience, uint32_t rt_index);
|
||||
|
||||
std::string str() const;
|
||||
} __attribute__((packed));
|
||||
|
||||
std::vector<PSOEnemy> load_map(const std::string& filename, uint8_t episode,
|
||||
|
||||
@@ -2112,7 +2112,6 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
|
||||
game->next_item_id[x] = (0x00200000 * x) + 0x00010000;
|
||||
}
|
||||
game->next_game_item_id = 0x00810000;
|
||||
game->enemies.resize(0x0B50);
|
||||
|
||||
const auto* bp_subtable = s->battle_params->get_subtable(game->mode == 3,
|
||||
game->episode - 1, game->difficulty);
|
||||
@@ -2130,9 +2129,14 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
|
||||
game->variations.data()[x * 2].load(),
|
||||
game->variations.data()[(x * 2) + 1].load());
|
||||
try {
|
||||
game->enemies = load_map(filename.c_str(), game->episode,
|
||||
auto enemies = load_map(filename.c_str(), game->episode,
|
||||
game->difficulty, bp_subtable, false);
|
||||
c->log.info("Loaded map %s", filename.c_str());
|
||||
game->enemies.insert(game->enemies.end(), enemies.begin(), enemies.end());
|
||||
c->log.info("Loaded map %s (%zu entries)", filename.c_str(), enemies.size());
|
||||
for (size_t z = 0; z < enemies.size(); z++) {
|
||||
string e_str = enemies[z].str();
|
||||
static_game_data_log.info("(Entry %zu) %s", z, e_str.c_str());
|
||||
}
|
||||
break;
|
||||
} catch (const exception& e) {
|
||||
c->log.warning("Failed to load map %s: %s", filename.c_str(), e.what());
|
||||
@@ -2143,6 +2147,7 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
|
||||
if (game->enemies.empty()) {
|
||||
throw runtime_error("failed to load any map data");
|
||||
}
|
||||
c->log.info("Loaded maps contain %zu entries overall", game->enemies.size());
|
||||
|
||||
} else {
|
||||
// In non-BB games, just set the variations (we don't track items/enemies/
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "SendCommands.hh"
|
||||
#include "Text.hh"
|
||||
#include "Items.hh"
|
||||
#include "Map.hh"
|
||||
|
||||
using namespace std;
|
||||
|
||||
@@ -840,7 +841,6 @@ static void process_subcommand_enemy_hit(shared_ptr<ServerState>,
|
||||
forward_subcommand(l, c, command, flag, data);
|
||||
}
|
||||
|
||||
// enemy killed by player
|
||||
static void process_subcommand_enemy_killed(shared_ptr<ServerState> s,
|
||||
shared_ptr<Lobby> l, shared_ptr<Client> c, uint8_t command, uint8_t flag,
|
||||
const string& data) {
|
||||
@@ -849,10 +849,18 @@ static void process_subcommand_enemy_killed(shared_ptr<ServerState> s,
|
||||
if (l->version == GameVersion::BB) {
|
||||
const auto* cmd = check_size_sc<G_EnemyKilled_6xC8>(data);
|
||||
|
||||
if (!l->is_game() || (cmd->enemy_id >= l->enemies.size() ||
|
||||
(l->enemies[cmd->enemy_id].hit_flags & 0x80))) {
|
||||
if (!l->is_game()) {
|
||||
throw runtime_error("client should not kill enemies outside of games");
|
||||
}
|
||||
if (cmd->enemy_id >= l->enemies.size()) {
|
||||
send_text_message(c, u"$C6Missing enemy killed");
|
||||
return;
|
||||
}
|
||||
string e_str = l->enemies[cmd->enemy_id].str();
|
||||
c->log.info("Enemy killed: entry %hu => %s", cmd->enemy_id.load(), e_str.c_str());
|
||||
if (l->enemies[cmd->enemy_id].hit_flags & 0x80) {
|
||||
return; // Enemy is already dead
|
||||
}
|
||||
if (l->enemies[cmd->enemy_id].experience == 0xFFFFFFFF) {
|
||||
send_text_message(c, u"$C6Unknown enemy type killed");
|
||||
return;
|
||||
@@ -862,18 +870,18 @@ static void process_subcommand_enemy_killed(shared_ptr<ServerState> s,
|
||||
enemy.hit_flags |= 0x80;
|
||||
for (size_t x = 0; x < l->max_clients; x++) {
|
||||
if (!((enemy.hit_flags >> x) & 1)) {
|
||||
continue; // player did not hit this enemy
|
||||
continue; // Player did not hit this enemy
|
||||
}
|
||||
|
||||
auto other_c = l->clients[x];
|
||||
if (!other_c) {
|
||||
continue; // no player
|
||||
continue; // No player
|
||||
}
|
||||
if (other_c->game_data.player()->disp.level >= 199) {
|
||||
continue; // player is level 200 or higher
|
||||
continue; // Player is level 200 or higher
|
||||
}
|
||||
|
||||
// killer gets full experience, others get 77%
|
||||
// Killer gets full experience, others get 77%
|
||||
uint32_t exp;
|
||||
if (enemy.last_hit == other_c->lobby_client_id) {
|
||||
exp = enemy.experience;
|
||||
|
||||
Reference in New Issue
Block a user