implement BB rare monster determination

This commit is contained in:
Martin Michelsen
2023-06-19 18:33:05 -07:00
parent 26dc50930b
commit 8db058871f
5 changed files with 206 additions and 129 deletions
+168 -123
View File
@@ -1,10 +1,12 @@
#include "Map.hh"
#include <phosg/Filesystem.hh>
#include <phosg/Random.hh>
#include <phosg/Strings.hh>
#include "Loggers.hh"
#include "PSOEncryption.hh"
#include "Quest.hh"
#include "StaticGameData.hh"
using namespace std;
@@ -90,14 +92,46 @@ struct ObjectEntry {
void Map::clear() {
this->enemies.clear();
this->rare_enemy_indexes.clear();
}
void Map::add_enemies_from_map_data(
Episode episode, uint8_t difficulty, uint8_t event, shared_ptr<const string> data) {
Episode episode,
uint8_t difficulty,
uint8_t event,
const void* data,
size_t size,
const RareEnemyRates* rare_rates) {
static const RareEnemyRates default_rare_rates = {
// All 1/512 except Kondrieu, which is 1/10
.hildeblue = 0x00800000,
.rappy = 0x00800000,
.nar_lily = 0x00800000,
.pouilly_slime = 0x00800000,
.merissa_aa = 0x00800000,
.pazuzu = 0x00800000,
.dorphon_eclair = 0x00800000,
.kondrieu = 0x1999999A,
};
if (!rare_rates) {
rare_rates = &default_rare_rates;
}
const auto* map = reinterpret_cast<const EnemyEntry*>(data->data());
size_t entry_count = data->size() / sizeof(EnemyEntry);
if (data->size() != entry_count * sizeof(EnemyEntry)) {
auto check_rare = [&](bool default_is_rare, uint32_t rare_rate) -> bool {
if (default_is_rare) {
return true;
}
if ((this->rare_enemy_indexes.size() < 0x10) &&
(random_object<uint32_t>() < rare_rate)) {
this->rare_enemy_indexes.emplace_back(this->enemies.size());
return true;
}
return false;
};
const auto* map = reinterpret_cast<const EnemyEntry*>(data);
size_t entry_count = size / sizeof(EnemyEntry);
if (size != entry_count * sizeof(EnemyEntry)) {
throw runtime_error("data size is not a multiple of entry size");
}
@@ -108,39 +142,41 @@ void Map::add_enemies_from_map_data(
fprintf(stderr, "[%04zX] %s\n", y, hex.c_str());
switch (e.base_type) {
case 0x40:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::HILDEBLUE : EnemyType::HILDEBEAR);
case 0x40: {
bool is_rare = check_rare(e.skin & 0x01, rare_rates->hildeblue);
this->enemies.emplace_back(is_rare ? EnemyType::HILDEBLUE : EnemyType::HILDEBEAR);
break;
}
case 0x41: {
bool is_rare = (e.skin & 0x01);
bool is_rare = check_rare(e.skin & 0x01, rare_rates->rappy);
switch (episode) {
case Episode::EP1:
enemies.emplace_back(is_rare ? EnemyType::AL_RAPPY : EnemyType::RAG_RAPPY);
this->enemies.emplace_back(is_rare ? EnemyType::AL_RAPPY : EnemyType::RAG_RAPPY);
break;
case Episode::EP2:
if (is_rare) {
switch (event) {
case 0x01:
enemies.emplace_back(EnemyType::SAINT_RAPPY);
this->enemies.emplace_back(EnemyType::SAINT_RAPPY);
break;
case 0x04:
enemies.emplace_back(EnemyType::EGG_RAPPY);
this->enemies.emplace_back(EnemyType::EGG_RAPPY);
break;
case 0x05:
enemies.emplace_back(EnemyType::HALLO_RAPPY);
this->enemies.emplace_back(EnemyType::HALLO_RAPPY);
break;
default:
enemies.emplace_back(EnemyType::LOVE_RAPPY);
this->enemies.emplace_back(EnemyType::LOVE_RAPPY);
}
} else {
enemies.emplace_back(EnemyType::RAG_RAPPY);
this->enemies.emplace_back(EnemyType::RAG_RAPPY);
}
break;
case Episode::EP4:
if (e.area > 0x05) {
enemies.emplace_back(is_rare ? EnemyType::DEL_RAPPY_ALT : EnemyType::SAND_RAPPY_ALT);
this->enemies.emplace_back(is_rare ? EnemyType::DEL_RAPPY_ALT : EnemyType::SAND_RAPPY_ALT);
} else {
enemies.emplace_back(is_rare ? EnemyType::DEL_RAPPY : EnemyType::SAND_RAPPY);
this->enemies.emplace_back(is_rare ? EnemyType::DEL_RAPPY : EnemyType::SAND_RAPPY);
}
break;
default:
@@ -149,283 +185,292 @@ void Map::add_enemies_from_map_data(
break;
}
case 0x42: {
enemies.emplace_back(EnemyType::MONEST);
this->enemies.emplace_back(EnemyType::MONEST);
for (size_t x = 0; x < 30; x++) {
enemies.emplace_back(EnemyType::MOTHMANT);
this->enemies.emplace_back(EnemyType::MOTHMANT);
}
break;
}
case 0x43: {
enemies.emplace_back(e.unknown_a4 ? EnemyType::BARBAROUS_WOLF : EnemyType::SAVAGE_WOLF);
this->enemies.emplace_back(e.unknown_a4 ? EnemyType::BARBAROUS_WOLF : EnemyType::SAVAGE_WOLF);
break;
}
case 0x44:
static const EnemyType types[3] = {EnemyType::BOOMA, EnemyType::GOBOOMA, EnemyType::GIGOBOOMA};
enemies.emplace_back(types[e.skin % 3]);
this->enemies.emplace_back(types[e.skin % 3]);
break;
case 0x60:
enemies.emplace_back(EnemyType::GRASS_ASSASSIN);
this->enemies.emplace_back(EnemyType::GRASS_ASSASSIN);
break;
case 0x61:
if ((episode == Episode::EP2) && (e.area > 0x0F)) {
enemies.emplace_back(EnemyType::DEL_LILY);
this->enemies.emplace_back(EnemyType::DEL_LILY);
} else {
enemies.emplace_back((e.skin & 1) ? EnemyType::NAR_LILY : EnemyType::POISON_LILY);
bool is_rare = check_rare(e.skin & 0x01, rare_rates->nar_lily);
this->enemies.emplace_back(is_rare ? EnemyType::NAR_LILY : EnemyType::POISON_LILY);
}
break;
case 0x62:
enemies.emplace_back(EnemyType::NANO_DRAGON);
this->enemies.emplace_back(EnemyType::NANO_DRAGON);
break;
case 0x63: {
static const EnemyType types[3] = {EnemyType::EVIL_SHARK, EnemyType::PAL_SHARK, EnemyType::GUIL_SHARK};
enemies.emplace_back(types[e.skin % 3]);
this->enemies.emplace_back(types[e.skin % 3]);
break;
}
case 0x64: {
bool is_rare = (e.skin & 1);
bool is_rare = check_rare(e.skin & 0x01, rare_rates->pouilly_slime);
for (size_t x = 0; x < 5; x++) { // Main slime + 4 clones
enemies.emplace_back(is_rare ? EnemyType::POFUILLY_SLIME : EnemyType::POUILLY_SLIME);
this->enemies.emplace_back(is_rare ? EnemyType::POFUILLY_SLIME : EnemyType::POUILLY_SLIME);
}
break;
}
case 0x65:
enemies.emplace_back(EnemyType::PAN_ARMS);
enemies.emplace_back(EnemyType::HIDOOM);
enemies.emplace_back(EnemyType::MIGIUM);
this->enemies.emplace_back(EnemyType::PAN_ARMS);
this->enemies.emplace_back(EnemyType::HIDOOM);
this->enemies.emplace_back(EnemyType::MIGIUM);
break;
case 0x80:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::GILLCHIC : EnemyType::DUBCHIC);
this->enemies.emplace_back((e.skin & 0x01) ? EnemyType::GILLCHIC : EnemyType::DUBCHIC);
break;
case 0x81:
enemies.emplace_back(EnemyType::GARANZ);
this->enemies.emplace_back(EnemyType::GARANZ);
break;
case 0x82: {
EnemyType type = e.unknown_a4 ? EnemyType::SINOW_GOLD : EnemyType::SINOW_BEAT;
size_t count = (e.num_clones == 0) ? 5 : (e.num_clones + 1);
for (size_t z = 0; z < count; z++) {
enemies.emplace_back(type);
this->enemies.emplace_back(type);
}
break;
}
case 0x83:
enemies.emplace_back(EnemyType::CANADINE);
this->enemies.emplace_back(EnemyType::CANADINE);
break;
case 0x84:
enemies.emplace_back(EnemyType::CANANE);
this->enemies.emplace_back(EnemyType::CANANE);
for (size_t x = 0; x < 8; x++) {
enemies.emplace_back(EnemyType::CANADINE_GROUP);
this->enemies.emplace_back(EnemyType::CANADINE_GROUP);
}
break;
case 0x85:
enemies.emplace_back(EnemyType::DUBWITCH);
this->enemies.emplace_back(EnemyType::DUBWITCH);
break;
case 0xA0:
enemies.emplace_back(EnemyType::DELSABER);
this->enemies.emplace_back(EnemyType::DELSABER);
break;
case 0xA1:
enemies.emplace_back(EnemyType::CHAOS_SORCERER);
enemies.emplace_back(EnemyType::BEE_R);
enemies.emplace_back(EnemyType::BEE_L);
this->enemies.emplace_back(EnemyType::CHAOS_SORCERER);
this->enemies.emplace_back(EnemyType::BEE_R);
this->enemies.emplace_back(EnemyType::BEE_L);
break;
case 0xA2:
enemies.emplace_back(EnemyType::DARK_GUNNER);
this->enemies.emplace_back(EnemyType::DARK_GUNNER);
break;
case 0xA3:
enemies.emplace_back(EnemyType::DEATH_GUNNER);
this->enemies.emplace_back(EnemyType::DEATH_GUNNER);
break;
case 0xA4:
enemies.emplace_back(EnemyType::CHAOS_BRINGER);
this->enemies.emplace_back(EnemyType::CHAOS_BRINGER);
break;
case 0xA5:
enemies.emplace_back(EnemyType::DARK_BELRA);
this->enemies.emplace_back(EnemyType::DARK_BELRA);
break;
case 0xA6: {
static const EnemyType types[3] = {EnemyType::DIMENIAN, EnemyType::LA_DIMENIAN, EnemyType::SO_DIMENIAN};
enemies.emplace_back(types[e.skin % 3]);
this->enemies.emplace_back(types[e.skin % 3]);
break;
}
case 0xA7:
enemies.emplace_back(EnemyType::BULCLAW);
this->enemies.emplace_back(EnemyType::BULCLAW);
for (size_t x = 0; x < 4; x++) {
enemies.emplace_back(EnemyType::CLAW);
this->enemies.emplace_back(EnemyType::CLAW);
}
break;
case 0xA8:
enemies.emplace_back(EnemyType::CLAW);
this->enemies.emplace_back(EnemyType::CLAW);
break;
case 0xC0:
if (episode == Episode::EP1) {
enemies.emplace_back(EnemyType::DRAGON);
this->enemies.emplace_back(EnemyType::DRAGON);
} else if (episode == Episode::EP2) {
enemies.emplace_back(EnemyType::GAL_GRYPHON);
this->enemies.emplace_back(EnemyType::GAL_GRYPHON);
} else {
throw runtime_error("DRAGON-type enemy placed outside of Episodes 1 or 2");
}
break;
case 0xC1:
enemies.emplace_back(EnemyType::DE_ROL_LE);
this->enemies.emplace_back(EnemyType::DE_ROL_LE);
for (size_t z = 0; z < 0x0A; z++) {
enemies.emplace_back(EnemyType::DE_ROL_LE_BODY);
this->enemies.emplace_back(EnemyType::DE_ROL_LE_BODY);
}
for (size_t z = 0; z < 0x09; z++) {
enemies.emplace_back(EnemyType::DE_ROL_LE_MINE);
this->enemies.emplace_back(EnemyType::DE_ROL_LE_MINE);
}
break;
case 0xC2:
enemies.emplace_back(EnemyType::VOL_OPT_1);
this->enemies.emplace_back(EnemyType::VOL_OPT_1);
for (size_t z = 0; z < 6; z++) {
enemies.emplace_back(EnemyType::VOL_OPT_PILLAR);
this->enemies.emplace_back(EnemyType::VOL_OPT_PILLAR);
}
for (size_t z = 0; z < 24; z++) {
enemies.emplace_back(EnemyType::VOL_OPT_MONITOR);
this->enemies.emplace_back(EnemyType::VOL_OPT_MONITOR);
}
for (size_t z = 0; z < 2; z++) {
enemies.emplace_back(EnemyType::NONE);
this->enemies.emplace_back(EnemyType::NONE);
}
enemies.emplace_back(EnemyType::VOL_OPT_AMP);
enemies.emplace_back(EnemyType::VOL_OPT_CORE);
enemies.emplace_back(EnemyType::NONE);
this->enemies.emplace_back(EnemyType::VOL_OPT_AMP);
this->enemies.emplace_back(EnemyType::VOL_OPT_CORE);
this->enemies.emplace_back(EnemyType::NONE);
break;
case 0xC5:
enemies.emplace_back(EnemyType::VOL_OPT_2);
this->enemies.emplace_back(EnemyType::VOL_OPT_2);
break;
case 0xC8:
if (difficulty) {
enemies.emplace_back(EnemyType::DARK_FALZ_3);
this->enemies.emplace_back(EnemyType::DARK_FALZ_3);
} else {
enemies.emplace_back(EnemyType::DARK_FALZ_2);
this->enemies.emplace_back(EnemyType::DARK_FALZ_2);
}
for (size_t x = 0; x < 0x1FD; x++) {
enemies.emplace_back(difficulty == 3 ? EnemyType::DARVANT_ULTIMATE : EnemyType::DARVANT);
this->enemies.emplace_back(difficulty == 3 ? EnemyType::DARVANT_ULTIMATE : EnemyType::DARVANT);
}
enemies.emplace_back(EnemyType::DARK_FALZ_3);
enemies.emplace_back(EnemyType::DARK_FALZ_2);
enemies.emplace_back(EnemyType::DARK_FALZ_1);
this->enemies.emplace_back(EnemyType::DARK_FALZ_3);
this->enemies.emplace_back(EnemyType::DARK_FALZ_2);
this->enemies.emplace_back(EnemyType::DARK_FALZ_1);
break;
case 0xCA:
for (size_t z = 0; z < 0x201; z++) {
enemies.emplace_back(EnemyType::OLGA_FLOW_2);
this->enemies.emplace_back(EnemyType::OLGA_FLOW_2);
}
break;
case 0xCB:
enemies.emplace_back(EnemyType::BARBA_RAY);
this->enemies.emplace_back(EnemyType::BARBA_RAY);
for (size_t z = 0; z < 0x2F; z++) {
enemies.emplace_back(EnemyType::PIG_RAY);
this->enemies.emplace_back(EnemyType::PIG_RAY);
}
break;
case 0xCC:
for (size_t z = 0; z < 6; z++) {
enemies.emplace_back(EnemyType::GOL_DRAGON);
this->enemies.emplace_back(EnemyType::GOL_DRAGON);
}
break;
case 0xD4: {
EnemyType type = (e.skin & 1) ? EnemyType::SINOW_SPIGELL : EnemyType::SINOW_BERILL;
for (size_t z = 0; z < 5; z++) {
enemies.emplace_back(type);
this->enemies.emplace_back(type);
}
break;
}
case 0xD5:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::MERILTAS : EnemyType::MERILLIA);
this->enemies.emplace_back((e.skin & 0x01) ? EnemyType::MERILTAS : EnemyType::MERILLIA);
break;
case 0xD6:
if (e.skin == 0) {
enemies.emplace_back(EnemyType::MERICAROL);
this->enemies.emplace_back(EnemyType::MERICAROL);
} else {
enemies.emplace_back(((e.skin % 3) == 2) ? EnemyType::MERICUS : EnemyType::MERIKLE);
this->enemies.emplace_back(((e.skin % 3) == 2) ? EnemyType::MERICUS : EnemyType::MERIKLE);
}
break;
case 0xD7:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::ZOL_GIBBON : EnemyType::UL_GIBBON);
this->enemies.emplace_back((e.skin & 0x01) ? EnemyType::ZOL_GIBBON : EnemyType::UL_GIBBON);
break;
case 0xD8:
enemies.emplace_back(EnemyType::GIBBLES);
this->enemies.emplace_back(EnemyType::GIBBLES);
break;
case 0xD9:
enemies.emplace_back(EnemyType::GEE);
this->enemies.emplace_back(EnemyType::GEE);
break;
case 0xDA:
enemies.emplace_back(EnemyType::GI_GUE);
this->enemies.emplace_back(EnemyType::GI_GUE);
break;
case 0xDB:
enemies.emplace_back(EnemyType::DELDEPTH);
this->enemies.emplace_back(EnemyType::DELDEPTH);
break;
case 0xDC:
enemies.emplace_back(EnemyType::DELBITER);
this->enemies.emplace_back(EnemyType::DELBITER);
break;
case 0xDD:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::DOLMDARL : EnemyType::DOLMOLM);
this->enemies.emplace_back((e.skin & 0x01) ? EnemyType::DOLMDARL : EnemyType::DOLMOLM);
break;
case 0xDE:
enemies.emplace_back(EnemyType::MORFOS);
this->enemies.emplace_back(EnemyType::MORFOS);
break;
case 0xDF:
enemies.emplace_back(EnemyType::RECOBOX);
this->enemies.emplace_back(EnemyType::RECOBOX);
for (size_t x = 0; x < e.num_clones; x++) {
enemies.emplace_back(EnemyType::RECON);
this->enemies.emplace_back(EnemyType::RECON);
}
break;
case 0xE0:
if ((episode == Episode::EP2) && (e.area > 0x0F)) {
enemies.emplace_back(EnemyType::EPSILON);
this->enemies.emplace_back(EnemyType::EPSILON);
for (size_t z = 0; z < 4; z++) {
enemies.emplace_back(EnemyType::EPSIGUARD);
this->enemies.emplace_back(EnemyType::EPSIGUARD);
}
} else {
enemies.emplace_back((e.skin & 0x01) ? EnemyType::SINOW_ZELE : EnemyType::SINOW_ZOA);
this->enemies.emplace_back((e.skin & 0x01) ? EnemyType::SINOW_ZELE : EnemyType::SINOW_ZOA);
}
break;
case 0xE1:
enemies.emplace_back(EnemyType::ILL_GILL);
this->enemies.emplace_back(EnemyType::ILL_GILL);
break;
case 0x0110:
enemies.emplace_back(EnemyType::ASTARK);
this->enemies.emplace_back(EnemyType::ASTARK);
break;
case 0x0111:
if (e.area > 0x05) {
enemies.emplace_back(e.unknown_a4 ? EnemyType::YOWIE_ALT : EnemyType::SATELLITE_LIZARD_ALT);
this->enemies.emplace_back(e.unknown_a4 ? EnemyType::YOWIE_ALT : EnemyType::SATELLITE_LIZARD_ALT);
} else {
enemies.emplace_back(e.unknown_a4 ? EnemyType::YOWIE : EnemyType::SATELLITE_LIZARD);
this->enemies.emplace_back(e.unknown_a4 ? EnemyType::YOWIE : EnemyType::SATELLITE_LIZARD);
}
break;
case 0x0112:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::MERISSA_AA : EnemyType::MERISSA_A);
break;
case 0x0113:
enemies.emplace_back(EnemyType::GIRTABLULU);
break;
case 0x0114:
if (e.area > 0x05) {
enemies.emplace_back((e.skin & 1) ? EnemyType::PAZUZU_ALT : EnemyType::ZU_ALT);
} else {
enemies.emplace_back((e.skin & 1) ? EnemyType::PAZUZU : EnemyType::ZU);
}
break;
case 0x0115:
if (e.skin & 2) {
enemies.emplace_back(EnemyType::BA_BOOTA);
} else {
enemies.emplace_back((e.skin & 1) ? EnemyType::ZE_BOOTA : EnemyType::BOOTA);
}
break;
case 0x0116:
enemies.emplace_back((e.skin & 0x01) ? EnemyType::DORPHON_ECLAIR : EnemyType::DORPHON);
break;
case 0x0117: {
static const EnemyType types[3] = {EnemyType::GORAN, EnemyType::PYRO_GORAN, EnemyType::GORAN_DETONATOR};
enemies.emplace_back(types[e.skin % 3]);
case 0x0112: {
bool is_rare = check_rare(e.skin & 0x01, rare_rates->merissa_aa);
this->enemies.emplace_back(is_rare ? EnemyType::MERISSA_AA : EnemyType::MERISSA_A);
break;
}
case 0x0119: // Saint-Million, Shambertin, Kondrieu
if (e.unknown_a4) {
enemies.emplace_back(EnemyType::KONDRIEU);
case 0x0113:
this->enemies.emplace_back(EnemyType::GIRTABLULU);
break;
case 0x0114: {
bool is_rare = check_rare(e.skin & 0x01, rare_rates->pazuzu);
if (e.area > 0x05) {
this->enemies.emplace_back(is_rare ? EnemyType::PAZUZU_ALT : EnemyType::ZU_ALT);
} else {
enemies.emplace_back((e.skin & 1) ? EnemyType::SHAMBERTIN : EnemyType::SAINT_MILLION);
this->enemies.emplace_back(is_rare ? EnemyType::PAZUZU : EnemyType::ZU);
}
break;
}
case 0x0115:
if (e.skin & 2) {
this->enemies.emplace_back(EnemyType::BA_BOOTA);
} else {
this->enemies.emplace_back((e.skin & 1) ? EnemyType::ZE_BOOTA : EnemyType::BOOTA);
}
break;
case 0x0116: {
bool is_rare = check_rare(e.skin & 0x01, rare_rates->dorphon_eclair);
this->enemies.emplace_back(is_rare ? EnemyType::DORPHON_ECLAIR : EnemyType::DORPHON);
break;
}
case 0x0117: {
static const EnemyType types[3] = {EnemyType::GORAN, EnemyType::PYRO_GORAN, EnemyType::GORAN_DETONATOR};
this->enemies.emplace_back(types[e.skin % 3]);
break;
}
case 0x0119: {
bool is_rare = check_rare((e.unknown_a4 != 0), rare_rates->kondrieu);
if (is_rare) {
this->enemies.emplace_back(EnemyType::KONDRIEU);
} else {
this->enemies.emplace_back((e.skin & 1) ? EnemyType::SHAMBERTIN : EnemyType::SAINT_MILLION);
}
break;
}
default:
for (size_t z = 0; z < e.num_clones + 1; z++) {
enemies.emplace_back(EnemyType::UNKNOWN);
this->enemies.emplace_back(EnemyType::UNKNOWN);
}
static_game_data_log.warning(
"(Entry %zu, offset %zX in file) Unknown enemy type %04hX",
+21 -1
View File
@@ -14,6 +14,17 @@
#include "Text.hh"
struct Map {
struct RareEnemyRates {
uint32_t hildeblue; // HILDEBEAR -> HILDEBLUE
uint32_t rappy; // RAG_RAPPY -> {AL_RAPPY or seasonal rappies}; SAND_RAPPY -> DEL_RAPPY
uint32_t nar_lily; // POISON_LILY -> NAR_LILY
uint32_t pouilly_slime; // POFUILLY_SLIME -> POUILLY_SLIME
uint32_t merissa_aa; // MERISSA_A -> MERISSA_AA
uint32_t pazuzu; // ZU -> PAZUZU (and _ALT variants)
uint32_t dorphon_eclair; // DORPHON -> DORPHON_ECLAIR
uint32_t kondrieu; // {SAINT_MILLION, SHAMBERTIN} -> KONDRIEU
};
struct Enemy {
enum Flag {
HIT_BY_PLAYER0 = 0x01,
@@ -33,13 +44,22 @@ struct Map {
} __attribute__((packed));
std::vector<Enemy> enemies;
std::vector<size_t> rare_enemy_indexes;
void clear();
void add_enemies_from_map_data(
Episode episode,
uint8_t difficulty,
uint8_t event,
std::shared_ptr<const std::string> data);
const void* data,
size_t size,
const RareEnemyRates* rare_rates = nullptr);
void add_enemies_from_quest_data(
Episode episode,
uint8_t difficulty,
uint8_t event,
const void* data,
size_t size);
};
// TODO: This class is currently unused. It would be nice if we could use this
+4 -4
View File
@@ -3237,7 +3237,8 @@ shared_ptr<Lobby> create_game_generic(
try {
auto map_data = s->load_bb_file(filename, "", "map/" + filename);
size_t start_offset = game->map->enemies.size();
game->map->add_enemies_from_map_data(game->episode, game->difficulty, game->event, map_data);
game->map->add_enemies_from_map_data(
game->episode, game->difficulty, game->event, map_data->data(), map_data->size());
size_t entries_loaded = game->map->enemies.size() - start_offset;
c->log.info("[Map/%zu] Loaded %s (%zu entries)",
area, filename.c_str(), entries_loaded);
@@ -3256,9 +3257,8 @@ shared_ptr<Lobby> create_game_generic(
}
}
c->log.info("Loaded maps contain %zu entries overall", game->map->enemies.size());
// TODO (R1): Assign rare monsters
c->log.info("Loaded maps contain %zu entries overall (%zu as rares)",
game->map->enemies.size(), game->map->rare_enemy_indexes.size());
}
return game;
}
+12 -1
View File
@@ -2066,7 +2066,6 @@ void send_level_up(shared_ptr<Lobby> l, shared_ptr<Client> c) {
send_command_t(l, 0x60, 0x00, cmd);
}
// gives a player EXP
void send_give_experience(shared_ptr<Lobby> l, shared_ptr<Client> c,
uint32_t amount) {
if (c->version() != GameVersion::BB) {
@@ -2079,6 +2078,18 @@ void send_give_experience(shared_ptr<Lobby> l, shared_ptr<Client> c,
send_command_t(l, 0x60, 0x00, cmd);
}
void send_rare_enemy_index_list(shared_ptr<Client> c, const vector<size_t>& indexes) {
S_RareMonsterList_BB_DE cmd;
if (indexes.size() > cmd.enemy_ids.size()) {
throw runtime_error("too many rare enemies");
}
for (size_t z = 0; z < indexes.size(); z++) {
cmd.enemy_ids[z] = indexes[z];
}
cmd.enemy_ids.clear_after(indexes.size(), 0xFFFF);
send_command_t(c, 0xDE, 0x00, cmd);
}
////////////////////////////////////////////////////////////////////////////////
// ep3 only commands
+1
View File
@@ -318,6 +318,7 @@ void send_shop(std::shared_ptr<Client> c, uint8_t shop_type);
void send_level_up(std::shared_ptr<Lobby> l, std::shared_ptr<Client> c);
void send_give_experience(std::shared_ptr<Lobby> l, std::shared_ptr<Client> c,
uint32_t amount);
void send_rare_enemy_index_list(std::shared_ptr<Client> c, const std::vector<size_t>& indexes);
void send_ep3_card_list_update(
std::shared_ptr<ServerState> s, std::shared_ptr<Client> c);
void send_ep3_media_update(