clean up map parsing

This commit is contained in:
Martin Michelsen
2022-08-02 12:11:55 -07:00
parent ed36471a4e
commit 42c1d251eb
4 changed files with 217 additions and 219 deletions
+178 -197
View File
@@ -57,10 +57,24 @@ const BattleParams* BattleParamTable::get_subtable(bool solo, uint8_t episode,
PSOEnemy::PSOEnemy() : PSOEnemy(0, 0) { }
PSOEnemy::PSOEnemy(uint64_t id) : PSOEnemy(id, 0, 0, 0) { }
PSOEnemy::PSOEnemy(uint32_t experience, uint32_t rt_index) : unused(0),
hit_flags(0), last_hit(0), experience(experience), rt_index(rt_index) { }
PSOEnemy::PSOEnemy(
uint64_t id,
uint16_t source_type,
uint32_t experience,
uint32_t rt_index)
: id(id),
source_type(source_type),
hit_flags(0),
last_hit(0),
experience(experience),
rt_index(rt_index) { }
string PSOEnemy::str() const {
return string_printf("[Enemy E-%" PRIX64 " source_type=%hX hit=%02hhX/%hu exp=%" PRIu32 " rt_index=%" PRIX32 "]",
this->id, this->source_type, this->hit_flags, this->last_hit, this->experience, this->rt_index);
}
@@ -76,358 +90,325 @@ struct EnemyEntry {
uint32_t reserved15;
} __attribute__((packed));
static uint64_t next_enemy_id = 1;
static vector<PSOEnemy> parse_map(uint8_t episode, uint8_t difficulty,
const BattleParams* battle_params, const EnemyEntry* map,
size_t entry_count, bool alt_enemies) {
vector<PSOEnemy> enemies;
enemies.resize(0xB50);
size_t num_enemies = 0;
// TODO: this is some of the nastiest code ever. de-nastify it at your leisure
for (size_t y = 0; y < entry_count; y++) {
if (enemies.size() >= 0xB50) {
break;
auto create_clones = [&](size_t count) {
for (; count > 0; count--) {
enemies.emplace_back(next_enemy_id++);
}
};
size_t num_clones = map[y].num_clones;
for (size_t y = 0; y < entry_count; y++) {
const auto& e = map[y];
size_t num_clones = e.num_clones;
switch (map[y].base) {
switch (e.base) {
case 0x40: // Hildebear and Hildetorr
enemies[num_enemies].rt_index = 0x01 + (map[y].skin & 0x01);
enemies[num_enemies].experience = battle_params[0x49 + (map[y].skin & 0x01)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x49 + (e.skin & 0x01)].experience,
0x01 + (e.skin & 0x01));
break;
case 0x41: // Rappies
if (episode == 3) { // Del Rappy and Sand Rappy
enemies[num_enemies].rt_index = 17 + (map[y].skin & 0x01);
if (alt_enemies) {
enemies[num_enemies].experience = battle_params[0x17 + (map[y].skin & 0x01)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x17 + (e.skin & 0x01)].experience,
17 + (e.skin & 0x01));
} else {
enemies[num_enemies].experience = battle_params[0x05 + (map[y].skin & 0x01)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x05 + (e.skin & 0x01)].experience,
17 + (e.skin & 0x01));
}
} else { // Rag Rappy and Al Rappy (Love for Episode II)
if (map[y].skin & 0x01) {
enemies[num_enemies].rt_index = 0xFF; // No clue what rappy it could be... yet.
if (e.skin & 0x01) {
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x18 + (e.skin & 0x01)].experience,
0xFF); // Don't know (yet) which rare Rappy it is
} else {
enemies[num_enemies].rt_index = 5;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x18 + (e.skin & 0x01)].experience,
5);
}
enemies[num_enemies].experience = battle_params[0x18 + (map[y].skin & 0x01)].experience;
}
break;
case 0x42: // Monest + 30 Mothmants
enemies[num_enemies].experience = battle_params[0x01].experience;
enemies[num_enemies].rt_index = 4;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x01].experience, 4);
for (size_t x = 0; x < 30; x++) {
if (num_enemies >= 0xB50) {
break;
}
num_enemies++;
enemies[num_enemies].rt_index = 3;
enemies[num_enemies].experience = battle_params[0x00].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x00].experience, 3);
}
break;
case 0x43: // Savage Wolf and Barbarous Wolf
enemies[num_enemies].rt_index = 7 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
enemies[num_enemies].experience = battle_params[0x02 + ((map[y].reserved[10] & 0x800000) ? 1 : 0)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x02 + ((e.reserved[10] & 0x800000) ? 1 : 0)].experience,
7 + ((e.reserved[10] & 0x800000) ? 1 : 0));
break;
case 0x44: // Booma family
enemies[num_enemies].rt_index = 9 + (map[y].skin % 3);
enemies[num_enemies].experience = battle_params[0x4B + (map[y].skin % 3)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x4B + (e.skin % 3)].experience,
9 + (e.skin % 3));
break;
case 0x60: // Grass Assassin
enemies[num_enemies].rt_index = 12;
enemies[num_enemies].experience = battle_params[0x4E].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x4E].experience, 12);
break;
case 0x61: // Del Lily, Poison Lily, Nar Lily
if ((episode == 2) && (alt_enemies)) {
enemies[num_enemies].rt_index = 83;
enemies[num_enemies].experience = battle_params[0x25].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x25].experience, 83);
} else {
enemies[num_enemies].rt_index = 13 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
enemies[num_enemies].experience = battle_params[0x04 + ((map[y].reserved[10] & 0x800000) ? 1 : 0)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x04 + ((e.reserved[10] & 0x800000) ? 1 : 0)].experience,
13 + ((e.reserved[10] & 0x800000) ? 1 : 0));
}
break;
case 0x62: // Nano Dragon
enemies[num_enemies].rt_index = 15;
enemies[num_enemies].experience = battle_params[0x1A].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1A].experience, 15);
break;
case 0x63: // Shark family
enemies[num_enemies].rt_index = 16 + (map[y].skin % 3);
enemies[num_enemies].experience = battle_params[0x4F + (map[y].skin % 3)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x4F + (e.skin % 3)].experience,
16 + (e.skin % 3));
break;
case 0x64: // Slime + 4 clones
enemies[num_enemies].rt_index = 19 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
enemies[num_enemies].experience = battle_params[0x2F + ((map[y].reserved[10] & 0x800000) ? 0 : 1)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x2F + ((e.reserved[10] & 0x800000) ? 0 : 1)].experience,
19 + ((e.reserved[10] & 0x800000) ? 1 : 0));
for (size_t x = 0; x < 4; x++) {
if (num_enemies >= 0xB50) {
break;
}
num_enemies++;
enemies[num_enemies].rt_index = 19;
enemies[num_enemies].experience = battle_params[0x30].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x30].experience, 19);
}
break;
case 0x65: // Pan Arms, Migium, Hidoom
for (size_t x = 0; x < 3; x++) {
enemies[num_enemies + x].rt_index = 21 + x;
enemies[num_enemies + x].experience = battle_params[0x31 + x].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x31 + x].experience, 21 + x);
}
num_enemies += 2;
break;
case 0x80: // Dubchic and Gilchic
enemies[num_enemies].experience = battle_params[0x1B + (map[y].skin & 0x01)].experience;
if (map[y].skin & 0x01) {
enemies[num_enemies].rt_index = 50;
case 0x80: // Dubchic and Gillchic
if (e.skin & 0x01) {
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x1B + (e.skin & 0x01)].experience, 50);
} else {
enemies[num_enemies].rt_index = 24;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x1B + (e.skin & 0x01)].experience, 24);
}
break;
case 0x81: // Garanz
enemies[num_enemies].rt_index = 25;
enemies[num_enemies].experience = battle_params[0x1D].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1D].experience, 25);
break;
case 0x82: // Sinow Beat and Gold
enemies[num_enemies].rt_index = 26 + ((map[y].reserved[10] & 0x800000) ? 1 : 0);
if (map[y].reserved[10] & 0x800000) {
enemies[num_enemies].experience = battle_params[0x13].experience;
if (e.reserved[10] & 0x800000) {
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x13].experience,
26 + ((e.reserved[10] & 0x800000) ? 1 : 0));
} else {
enemies[num_enemies].experience = battle_params[0x06].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x06].experience,
26 + ((e.reserved[10] & 0x800000) ? 1 : 0));
}
if (map[y].num_clones == 0) {
num_clones = 4; // only if no clone # present
if (e.num_clones == 0) {
create_clones(4);
}
break;
case 0x83: // Canadine
enemies[num_enemies].rt_index = 28;
enemies[num_enemies].experience = battle_params[0x07].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x07].experience, 28);
break;
case 0x84: // Canadine Group
enemies[num_enemies].rt_index = 29;
enemies[num_enemies].experience = battle_params[0x09].experience;
for (size_t x = 1; x < 9; x++) {
enemies[num_enemies + x].rt_index = 28;
enemies[num_enemies + x].experience = battle_params[0x08].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x09].experience, 29);
for (size_t x = 0; x < 8; x++) {
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x08].experience, 28);
}
num_enemies += 8;
break;
case 0x85: // Dubwitch
break;
case 0xA0: // Delsaber
enemies[num_enemies].rt_index = 30;
enemies[num_enemies].experience = battle_params[0x52].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x52].experience, 30);
break;
case 0xA1: // Chaos Sorcerer + 2 Bits
enemies[num_enemies].rt_index = 31;
enemies[num_enemies].experience = battle_params[0x0A].experience;
num_enemies += 2;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0A].experience, 31);
create_clones(2);
break;
case 0xA2: // Dark Gunner
enemies[num_enemies].rt_index = 34;
enemies[num_enemies].experience = battle_params[0x1E].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1E].experience, 34);
break;
case 0xA4: // Chaos Bringer
enemies[num_enemies].rt_index = 36;
enemies[num_enemies].experience = battle_params[0x0D].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0D].experience, 36);
break;
case 0xA5: // Dark Belra
enemies[num_enemies].rt_index = 37;
enemies[num_enemies].experience = battle_params[0x0E].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0E].experience, 37);
break;
case 0xA6: // Dimenian family
enemies[num_enemies].rt_index = 41 + (map[y].skin % 3);
enemies[num_enemies].experience = battle_params[0x53 + (map[y].skin % 3)].experience;
enemies.emplace_back(next_enemy_id++, e.base,
battle_params[0x53 + (e.skin % 3)].experience, 41 + (e.skin % 3));
break;
case 0xA7: // Bulclaw + 4 claws
enemies[num_enemies].rt_index = 40;
enemies[num_enemies].experience = battle_params[0x1F].experience;
for (size_t x = 1; x < 5; x++) {
enemies[num_enemies + x].rt_index = 38;
enemies[num_enemies + x].experience = battle_params[0x20].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1F].experience, 40);
for (size_t x = 0; x < 4; x++) {
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x20].experience, 38);
}
num_enemies += 4;
break;
case 0xA8: // Claw
enemies[num_enemies].rt_index = 38;
enemies[num_enemies].experience = battle_params[0x20].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x20].experience, 38);
break;
case 0xC0: // Dragon or Gal Gryphon
if (episode == 1) {
enemies[num_enemies].rt_index = 44;
enemies[num_enemies].experience = battle_params[0x12].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x12].experience, 44);
} else if (episode == 0x02) {
enemies[num_enemies].rt_index = 77;
enemies[num_enemies].experience = battle_params[0x1E].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x1E].experience, 77);
}
break;
case 0xC1: // De Rol Le
enemies[num_enemies].rt_index = 45;
enemies[num_enemies].experience = battle_params[0x0F].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0F].experience, 45);
break;
case 0xC2: // Vol Opt form 1
break;
case 0xC5: // Vol Opt form 2
enemies[num_enemies].rt_index = 46;
enemies[num_enemies].experience = battle_params[0x25].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x25].experience, 46);
break;
case 0xC8: // Dark Falz + 510 Helpers
enemies[num_enemies].rt_index = 47;
if (difficulty) {
enemies[num_enemies].experience = battle_params[0x38].experience; // Form 2
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x38].experience, 47); // Final form
} else {
enemies[num_enemies].experience = battle_params[0x37].experience;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x37].experience, 47); // Second form
}
for (size_t x = 1; x < 511; x++) {
//enemies[num_enemies + x].base = 200;
enemies[num_enemies + x].experience = battle_params[0x35].experience;
for (size_t x = 0; x < 510; x++) {
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x35].experience, 0);
}
num_enemies += 510;
break;
case 0xCA: // Olga Flow
enemies[num_enemies].rt_index = 78;
enemies[num_enemies].experience = battle_params[0x2C].experience;
num_enemies += 512;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x2C].experience, 78);
create_clones(0x200);
break;
case 0xCB: // Barba Ray
enemies[num_enemies].rt_index = 73;
enemies[num_enemies].experience = battle_params[0x0F].experience;
num_enemies += 47;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x0F].experience, 73);
create_clones(0x2F);
break;
case 0xCC: // Gol Dragon
enemies[num_enemies].rt_index = 76;
enemies[num_enemies].experience = battle_params[0x12].experience;
num_enemies += 5;
enemies.emplace_back(next_enemy_id++, e.base, battle_params[0x12].experience, 76);
create_clones(5);
break;
case 0xD4: // Sinow Berill & Spigell
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;