use GC logic for BB nonrare item drop generation and shops
This commit is contained in:
-375
@@ -8,15 +8,6 @@ using namespace std;
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uint32_t random_int(shared_ptr<mt19937> rand, uint32_t min, uint32_t max) {
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uint32_t range = max - min + 1;
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return min + ((*rand)() % range);
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}
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////////////////////////////////////////////////////////////////////////////////
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/* these items all need some kind of special handling that hasn't been implemented yet.
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030B04 = TP Material (?)
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@@ -236,369 +227,3 @@ void player_use_item(shared_ptr<Client> c, size_t item_index) {
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c->game_data.player()->remove_item(item.data.id, 1, c->version() != GameVersion::BB);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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CommonItemData::CommonItemData(
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vector<uint32_t>&& enemy_item_categories,
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vector<uint32_t>&& box_item_categories,
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vector<vector<uint8_t>>&& unit_types) :
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enemy_item_categories(move(enemy_item_categories)),
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box_item_categories(move(box_item_categories)),
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unit_types(move(unit_types)) {
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// sanity check the values
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if (this->enemy_item_categories.size() != 8) {
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throw invalid_argument("enemy item categories is incorrect length");
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}
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if (this->box_item_categories.size() != 8) {
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throw invalid_argument("box item categories is incorrect length");
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}
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if (this->unit_types.size() != 4) {
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throw invalid_argument("unit types is incorrect length");
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}
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{
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uint64_t sum = 0;
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for (uint32_t v : this->enemy_item_categories) {
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sum += v;
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}
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if (sum > 0xFFFFFFFF) {
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throw invalid_argument("enemy item category sum is too large");
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}
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}
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{
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uint64_t sum = 0;
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for (uint32_t v : this->box_item_categories) {
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sum += v;
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}
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if (sum > 0xFFFFFFFF) {
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throw invalid_argument("box item category sum is too large");
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}
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}
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}
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CommonItemCreator::CommonItemCreator(
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std::shared_ptr<const CommonItemData> data,
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std::shared_ptr<std::mt19937> random)
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: data(data), random(random) { }
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int32_t CommonItemCreator::decide_item_type(bool is_box) const {
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uint32_t det = (*this->random)();
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const auto& v = is_box ? this->data->box_item_categories : this->data->enemy_item_categories;
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for (size_t x = 0; x < v.size(); x++) {
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uint32_t probability = v.at(x);
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if (probability > det) {
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return x;
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}
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det -= probability;
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}
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return -1;
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}
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ItemData CommonItemCreator::create_drop_item(bool is_box, Episode episode,
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uint8_t difficulty, uint8_t area, uint8_t) const {
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// TODO: use the section ID (last argument) to vary drop frequencies appropriately
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// change the area if it's invalid (data for the bosses are actually in other areas)
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if (area > 10) {
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if (episode == Episode::EP1) {
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if (area == 11) {
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area = 3; // dragon
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} else if (area == 12) {
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area = 6; // de rol le
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} else if (area == 13) {
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area = 8; // vol opt
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} else if (area == 14) {
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area = 10; // dark falz
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} else {
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area = 1; // unknown area -> forest 1
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}
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} else if (episode == Episode::EP2) {
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if (area == 12) {
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area = 9; // gal gryphon
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} else if (area == 13) {
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area = 10; // olga flow
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} else if (area == 14) {
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area = 3; // barba ray
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} else if (area == 15) {
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area = 6; // gol dragon
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} else {
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area = 10; // tower
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}
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} else if (episode == Episode::EP4) {
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area = 1;
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}
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}
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ItemData item;
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// picks a random non-rare item type, then gives it appropriate random stats
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// modify some of the constants in this section to change the system's
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// parameters
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int32_t type = this->decide_item_type(is_box);
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switch (type) {
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case 0x00: // material
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item.data1[0] = 0x03;
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item.data1[1] = 0x0B;
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item.data1[2] = random_int(this->random, 0, 6);
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break;
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case 0x01: // equipment
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switch (random_int(this->random, 0, 3)) {
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case 0x00: // weapon
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item.data1[1] = random_int(this->random, 1, 12); // random normal class
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item.data1[2] = difficulty + random_int(this->random, 0, 2); // special type
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if ((item.data1[1] > 0x09) && (item.data1[2] > 0x04)) {
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item.data1[2] = 0x04; // no special classes above 4
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}
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item.data1[4] = 0x80; // untekked
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if (item.data1[2] < 0x04) {
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item.data1[4] |= random_int(this->random, 0, 40); // give a special
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}
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for (size_t x = 0, y = 0; (x < 5) && (y < 3); x++) { // percentages
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if (random_int(this->random, 0, 10) == 1) { // 1/11 chance of getting each type of percentage
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item.data1[6 + (y * 2)] = x + 1;
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item.data1[7 + (y * 2)] = random_int(this->random, 0, 10) * 5;
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y++;
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}
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}
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break;
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case 0x01: // armor
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item.data1[0] = 0x01;
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item.data1[1] = 0x01;
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item.data1[2] = (6 * difficulty) + random_int(this->random, 0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
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if (item.data1[2] > 0x17) {
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item.data1[2] = 0x17; // no standard types above 0x17
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}
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if (random_int(this->random, 0, 10) == 0) { // +/-
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item.data1[4] = random_int(this->random, 0, 5);
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item.data1[6] = random_int(this->random, 0, 2);
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}
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item.data1[5] = random_int(this->random, 0, 4); // slots
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break;
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case 0x02: // shield
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item.data1[0] = 0x01;
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item.data1[1] = 0x02;
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item.data1[2] = (5 * difficulty) + random_int(this->random, 0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
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if (item.data1[2] > 0x14) {
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item.data1[2] = 0x14; // no standard types above 0x14
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}
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if (random_int(this->random, 0, 10) == 0) { // +/-
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item.data1[4] = random_int(this->random, 0, 5);
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item.data1[6] = random_int(this->random, 0, 5);
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}
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break;
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case 0x03: { // unit
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const auto& type_table = this->data->unit_types.at(difficulty);
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uint8_t type = type_table[random_int(this->random, 0, type_table.size() - 1)];
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if (type == 0xFF) {
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throw out_of_range("no item dropped"); // 0xFF -> no item drops
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}
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item.data1[0] = 0x01;
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item.data1[1] = 0x03;
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item.data1[2] = type;
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break;
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}
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}
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break;
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case 0x02: // technique
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item.data1[0] = 0x03;
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item.data1[1] = 0x02;
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item.data1[4] = random_int(this->random, 0, 18); // tech type
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if ((item.data1[4] != 14) && (item.data1[4] != 17)) { // if not ryuker or reverser, give it a level
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if (item.data1[4] == 16) { // if not anti, give it a level between 1 and 30
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if (area > 3) {
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item.data1[2] = difficulty + random_int(this->random, 0, ((area - 1) / 2) - 1);
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} else {
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item.data1[2] = difficulty;
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}
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if (item.data1[2] > 6) {
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item.data1[2] = 6;
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}
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} else {
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item.data1[2] = (5 * difficulty) + random_int(this->random, 0, ((area * 3) / 2) - 1); // else between 1 and 7
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}
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}
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break;
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case 0x03: // scape doll
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item.data1[0] = 0x03;
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item.data1[1] = 0x09;
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item.data1[2] = 0x00;
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break;
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case 0x04: // grinder
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item.data1[0] = 0x03;
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item.data1[1] = 0x0A;
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item.data1[2] = random_int(this->random, 0, 2); // mono, di, tri
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break;
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case 0x05: // consumable
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item.data1[0] = 0x03;
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item.data1[5] = 0x01;
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switch (random_int(this->random, 0, 2)) {
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case 0: // antidote / antiparalysis
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item.data1[1] = 6;
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item.data1[2] = random_int(this->random, 0, 1);
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break;
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case 1: // telepipe / trap vision
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item.data1[1] = 7 + random_int(this->random, 0, 1);
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break;
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case 2: // sol / moon / star atomizer
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item.data1[1] = 3 + random_int(this->random, 0, 2);
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break;
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}
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break;
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case 0x06: // consumable
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item.data1[0] = 0x03;
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item.data1[5] = 0x01;
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item.data1[1] = random_int(this->random, 0, 1); // mate or fluid
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if (difficulty == 0) {
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item.data1[2] = random_int(this->random, 0, 1); // only mono and di on normal
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} else if (difficulty == 3) {
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item.data1[2] = random_int(this->random, 1, 2); // only di and tri on ultimate
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} else {
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item.data1[2] = random_int(this->random, 0, 2); // else, any of the three
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}
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break;
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case 0x07: // meseta
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item.data1[0] = 0x04;
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item.data2d = (90 * difficulty) + (random_int(this->random, 1, 20) * (area * 2)); // meseta amount
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break;
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default:
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throw out_of_range("no item created");
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}
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return item;
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}
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ItemData CommonItemCreator::create_shop_item(uint8_t difficulty,
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uint8_t item_type) const {
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static const uint8_t max_percentages[4] = {20, 35, 45, 50};
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static const uint8_t max_quantity[4] = { 1, 1, 2, 2};
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static const uint8_t max_tech_level[4] = { 8, 15, 23, 30};
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static const uint8_t max_anti_level[4] = { 2, 4, 6, 7};
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ItemData item;
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item.data1[0] = item_type;
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while (item.data1[0] == 2) {
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item.data1[0] = rand() % 3;
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}
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switch (item.data1[0]) {
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case 0: { // weapon
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item.data1[1] = (rand() % 12) + 1;
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if (item.data1[1] > 9) {
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item.data1[2] = difficulty;
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} else {
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item.data1[2] = (rand() & 1) + difficulty;
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}
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item.data1[3] = rand() % 11;
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item.data1[4] = rand() % 11;
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size_t num_percentages = 0;
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for (size_t x = 0; (x < 5) && (num_percentages < 3); x++) {
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if ((rand() % 4) == 1) {
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item.data1[(num_percentages * 2) + 6] = x;
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item.data1[(num_percentages * 2) + 7] = rand() % (max_percentages[difficulty] + 1);
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num_percentages++;
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}
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}
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break;
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}
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case 1: // armor
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item.data1[1] = 0;
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while (item.data1[1] == 0) {
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item.data1[1] = rand() & 3;
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}
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switch (item.data1[1]) {
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case 1:
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item.data1[2] = (rand() % 6) + (difficulty * 6);
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item.data1[5] = rand() % 5;
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break;
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case 2:
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item.data2[2] = (rand() % 6) + (difficulty * 5);
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*reinterpret_cast<short*>(&item.data1[6]) = (rand() % 9) - 4;
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*reinterpret_cast<short*>(&item.data1[9]) = (rand() % 9) - 4;
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break;
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case 3:
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item.data2[2] = rand() % 0x3B;
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*reinterpret_cast<short*>(&item.data1[7]) = (rand() % 5) - 4;
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break;
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}
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break;
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case 3: // tool
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item.data1[1] = rand() % 12;
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switch (item.data1[1]) {
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case 0:
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case 1:
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if (difficulty == 0) {
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item.data1[2] = 0;
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} else if (difficulty == 1) {
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item.data1[2] = rand() % 2;
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} else if (difficulty == 2) {
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item.data1[2] = (rand() % 2) + 1;
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} else if (difficulty == 3) {
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item.data1[2] = 2;
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}
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break;
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case 6:
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item.data1[2] = rand() % 2;
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break;
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case 10:
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item.data1[2] = rand() % 3;
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break;
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case 11:
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item.data1[2] = rand() % 7;
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break;
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}
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switch (item.data1[1]) {
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case 2:
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item.data1[4] = rand() % 19;
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switch (item.data1[4]) {
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case 14:
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case 17:
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item.data1[2] = 0; // reverser & ryuker always level 1
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break;
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case 16:
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item.data1[2] = rand() % max_anti_level[difficulty];
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break;
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default:
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item.data1[2] = rand() % max_tech_level[difficulty];
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}
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break;
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case 0:
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case 1:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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case 8:
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case 16:
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item.data1[5] = rand() % (max_quantity[difficulty] + 1);
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break;
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}
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}
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return item;
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}
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Reference in New Issue
Block a user