use phosg random functions

This commit is contained in:
Martin Michelsen
2018-11-10 19:55:51 -08:00
parent 05d74ce496
commit 86243bd2e2
5 changed files with 51 additions and 53 deletions
+34 -32
View File
@@ -1,5 +1,7 @@
#include "Items.hh"
#include <phosg/Random.hh>
using namespace std;
@@ -263,7 +265,7 @@ CommonItemCreator::CommonItemCreator(
}
int32_t CommonItemCreator::decide_item_type(bool is_box) const {
uint32_t determinant = (rand() << 30) ^ (rand() << 15) ^ rand();
uint32_t determinant = random_object<uint32_t>();
const auto* v = is_box ? &this->box_item_categories : &this->enemy_item_categories;
for (size_t x = 0; x < v->size(); x++) {
@@ -320,25 +322,25 @@ ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode,
case 0x00: // material
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x0B;
item.item_data1[2] = rand() % 7;
item.item_data1[2] = random_int(0, 6);
break;
case 0x01: // equipment
switch (rand() % 4) {
switch (random_int(0, 3)) {
case 0x00: // weapon
item.item_data1[1] = 1 + (rand() % 12); // random normal class
item.item_data1[2] = difficulty + (rand() % 3); // special type
item.item_data1[1] = random_int(1, 12); // random normal class
item.item_data1[2] = difficulty + random_int(0, 2); // special type
if ((item.item_data1[1] > 0x09) && (item.item_data1[2] > 0x04)) {
item.item_data1[2] = 0x04; // no special classes above 4
}
item.item_data1[4] = 0x80; // untekked
if (item.item_data1[2] < 0x04) {
item.item_data1[4] |= (rand() % 41); // give a special
item.item_data1[4] |= random_int(0, 40); // give a special
}
for (size_t x = 0, y = 0; (x < 5) && (y < 3); x++) { // percentages
if ((rand() % 11) < 2) { // 1/11 chance of getting each type of percentage
if (random_int(0, 10) == 1) { // 1/11 chance of getting each type of percentage
item.item_data1[6 + (y * 2)] = x + 1;
item.item_data1[7 + (y * 2)] = (rand() % 11) * 5;
item.item_data1[7 + (y * 2)] = random_int(0, 10) * 5;
y++;
}
}
@@ -347,33 +349,33 @@ ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode,
case 0x01: // armor
item.item_data1[0] = 0x01;
item.item_data1[1] = 0x01;
item.item_data1[2] = (6 * difficulty) + (rand() % ((area / 2) + 2)); // standard type based on difficulty and area
item.item_data1[2] = (6 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.item_data1[2] > 0x17) {
item.item_data1[2] = 0x17; // no standard types above 0x17
}
if ((rand() % 10) < 2) { // +/-
item.item_data1[4] = rand() % 6;
item.item_data1[6] = rand() % 3;
if (random_int(0, 10) == 0) { // +/-
item.item_data1[4] = random_int(0, 5);
item.item_data1[6] = random_int(0, 2);
}
item.item_data1[5] = rand() % 5; // slots
item.item_data1[5] = random_int(0, 4); // slots
break;
case 0x02: // shield
item.item_data1[0] = 0x01;
item.item_data1[1] = 0x02;
item.item_data1[2] = (5 * difficulty) + (rand() % ((area / 2) + 2)); // standard type based on difficulty and area
item.item_data1[2] = (5 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.item_data1[2] > 0x14) {
item.item_data1[2] = 0x14; // no standard types above 0x14
}
if ((rand() % 11) < 2) { // +/-
item.item_data1[4] = rand() % 6;
item.item_data1[6] = rand() % 6;
if (random_int(0, 10) == 0) { // +/-
item.item_data1[4] = random_int(0, 5);
item.item_data1[6] = random_int(0, 5);
}
break;
case 0x03: { // unit
const auto& type_table = this->unit_types.at(difficulty);
uint8_t type = type_table[rand() % type_table.size()];
uint8_t type = type_table[random_int(0, type_table.size() - 1)];
if (type == 0xFF) {
throw out_of_range("no item dropped"); // 0xFF -> no item drops
}
@@ -388,19 +390,19 @@ ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode,
case 0x02: // technique
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x02;
item.item_data1[4] = rand() % 19; // tech type
item.item_data1[4] = random_int(0, 18); // tech type
if ((item.item_data1[4] != 14) && (item.item_data1[4] != 17)) { // if not ryuker or reverser, give it a level
if (item.item_data1[4] == 16) { // if not anti, give it a level between 1 and 30
if (area > 3) {
item.item_data1[2] = difficulty + (rand() % ((area - 1) / 2));
item.item_data1[2] = difficulty + random_int(0, ((area - 1) / 2) - 1);
} else {
item.item_data1[2] = difficulty + (rand() % 1);
item.item_data1[2] = difficulty;
}
if (item.item_data1[2] > 6) {
item.item_data1[2] = 6;
}
} else {
item.item_data1[2] = (5 * difficulty) + (rand() % ((area * 3) / 2)); // else between 1 and 7
item.item_data1[2] = (5 * difficulty) + random_int(0, ((area * 3) / 2) - 1); // else between 1 and 7
}
}
break;
@@ -414,24 +416,24 @@ ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode,
case 0x04: // grinder
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x0A;
item.item_data1[2] = rand() % 3; // mono, di, tri
item.item_data1[2] = random_int(0, 2); // mono, di, tri
break;
case 0x05: // consumable
item.item_data1[0] = 0x03;
item.item_data1[5] = 0x01;
switch (rand() % 3) {
switch (random_int(0, 2)) {
case 0: // antidote / antiparalysis
item.item_data1[1] = 6;
item.item_data1[2] = rand() & 1;
item.item_data1[2] = random_int(0, 1);
break;
case 1: // telepipe / trap vision
item.item_data1[1] = 7 + rand() & 1;
item.item_data1[1] = 7 + random_int(0, 1);
break;
case 2: // sol / moon / star atomizer
item.item_data1[1] = 3 + rand() % 3;
item.item_data1[1] = 3 + random_int(0, 2);
break;
}
break;
@@ -439,19 +441,19 @@ ItemData CommonItemCreator::create_item(bool is_box, uint8_t episode,
case 0x06: // consumable
item.item_data1[0] = 0x03;
item.item_data1[5] = 0x01;
item.item_data1[1] = rand() & 1; // mate or fluid
item.item_data1[1] = random_int(0, 1); // mate or fluid
if (difficulty == 0) {
item.item_data1[2] = rand() & 1; // only mono and di on normal
item.item_data1[2] = random_int(0, 1); // only mono and di on normal
} else if (difficulty == 3) {
item.item_data1[2] = 1 + rand() & 1; // only di and tri on ultimate
item.item_data1[2] = random_int(1, 2); // only di and tri on ultimate
} else {
item.item_data1[2] = rand() % 3; // else, any of the three
item.item_data1[2] = random_int(0, 2); // else, any of the three
}
break;
case 0x07: // meseta
item.item_data1[0] = 0x04;
item.item_data2d = (90 * difficulty) + ((rand() % 20) * (area * 2)); // meseta amount
item.item_data2d = (90 * difficulty) + (random_int(0, 20) * (area * 2)); // meseta amount
break;
default: