make EXP computation match the client

This commit is contained in:
Martin Michelsen
2023-11-13 17:56:26 -08:00
parent 1ca0e928a4
commit a1b457a5e6
8 changed files with 155 additions and 132 deletions
+104 -98
View File
@@ -62,45 +62,46 @@ void Map::add_enemy(
Episode episode,
uint8_t difficulty,
uint8_t event,
uint8_t floor,
size_t index,
const EnemyEntry& e,
const RareEnemyRates& rare_rates) {
switch (e.base_type) {
case 0x40: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.hildeblue);
this->add_enemy(e.floor, is_rare ? EnemyType::HILDEBLUE : EnemyType::HILDEBEAR);
this->add_enemy(floor, is_rare ? EnemyType::HILDEBLUE : EnemyType::HILDEBEAR);
break;
}
case 0x41: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.rappy);
switch (episode) {
case Episode::EP1:
this->add_enemy(e.floor, is_rare ? EnemyType::AL_RAPPY : EnemyType::RAG_RAPPY);
this->add_enemy(floor, is_rare ? EnemyType::AL_RAPPY : EnemyType::RAG_RAPPY);
break;
case Episode::EP2:
if (is_rare) {
switch (event) {
case 0x01:
this->add_enemy(e.floor, EnemyType::SAINT_RAPPY);
this->add_enemy(floor, EnemyType::SAINT_RAPPY);
break;
case 0x04:
this->add_enemy(e.floor, EnemyType::EGG_RAPPY);
this->add_enemy(floor, EnemyType::EGG_RAPPY);
break;
case 0x05:
this->add_enemy(e.floor, EnemyType::HALLO_RAPPY);
this->add_enemy(floor, EnemyType::HALLO_RAPPY);
break;
default:
this->add_enemy(e.floor, EnemyType::LOVE_RAPPY);
this->add_enemy(floor, EnemyType::LOVE_RAPPY);
}
} else {
this->add_enemy(e.floor, EnemyType::RAG_RAPPY);
this->add_enemy(floor, EnemyType::RAG_RAPPY);
}
break;
case Episode::EP4:
if (e.floor > 0x05) {
this->add_enemy(e.floor, is_rare ? EnemyType::DEL_RAPPY_ALT : EnemyType::SAND_RAPPY_ALT);
this->add_enemy(floor, is_rare ? EnemyType::DEL_RAPPY_ALT : EnemyType::SAND_RAPPY_ALT);
} else {
this->add_enemy(e.floor, is_rare ? EnemyType::DEL_RAPPY : EnemyType::SAND_RAPPY);
this->add_enemy(floor, is_rare ? EnemyType::DEL_RAPPY : EnemyType::SAND_RAPPY);
}
break;
default:
@@ -109,292 +110,292 @@ void Map::add_enemy(
break;
}
case 0x42: {
this->add_enemy(e.floor, EnemyType::MONEST);
this->add_enemy(floor, EnemyType::MONEST);
for (size_t x = 0; x < 30; x++) {
this->add_enemy(e.floor, EnemyType::MOTHMANT);
this->add_enemy(floor, EnemyType::MOTHMANT);
}
break;
}
case 0x43: {
this->add_enemy(e.floor, e.fparam2 ? EnemyType::BARBAROUS_WOLF : EnemyType::SAVAGE_WOLF);
this->add_enemy(floor, e.fparam2 ? EnemyType::BARBAROUS_WOLF : EnemyType::SAVAGE_WOLF);
break;
}
case 0x44:
static const EnemyType types[3] = {EnemyType::BOOMA, EnemyType::GOBOOMA, EnemyType::GIGOBOOMA};
this->add_enemy(e.floor, types[e.uparam1 % 3]);
this->add_enemy(floor, types[e.uparam1 % 3]);
break;
case 0x60:
this->add_enemy(e.floor, EnemyType::GRASS_ASSASSIN);
this->add_enemy(floor, EnemyType::GRASS_ASSASSIN);
break;
case 0x61:
if ((episode == Episode::EP2) && (e.floor > 0x0F)) {
this->add_enemy(e.floor, EnemyType::DEL_LILY);
this->add_enemy(floor, EnemyType::DEL_LILY);
} else {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.nar_lily);
this->add_enemy(e.floor, is_rare ? EnemyType::NAR_LILY : EnemyType::POISON_LILY);
this->add_enemy(floor, is_rare ? EnemyType::NAR_LILY : EnemyType::POISON_LILY);
}
break;
case 0x62:
this->add_enemy(e.floor, EnemyType::NANO_DRAGON);
this->add_enemy(floor, EnemyType::NANO_DRAGON);
break;
case 0x63: {
static const EnemyType types[3] = {EnemyType::EVIL_SHARK, EnemyType::PAL_SHARK, EnemyType::GUIL_SHARK};
this->add_enemy(e.floor, types[e.uparam1 % 3]);
this->add_enemy(floor, types[e.uparam1 % 3]);
break;
}
case 0x64: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.pouilly_slime);
for (size_t x = 0; x < 5; x++) { // Main slime + 4 clones
this->add_enemy(e.floor, is_rare ? EnemyType::POFUILLY_SLIME : EnemyType::POUILLY_SLIME);
this->add_enemy(floor, is_rare ? EnemyType::POFUILLY_SLIME : EnemyType::POUILLY_SLIME);
}
break;
}
case 0x65:
this->add_enemy(e.floor, EnemyType::PAN_ARMS);
this->add_enemy(e.floor, EnemyType::HIDOOM);
this->add_enemy(e.floor, EnemyType::MIGIUM);
this->add_enemy(floor, EnemyType::PAN_ARMS);
this->add_enemy(floor, EnemyType::HIDOOM);
this->add_enemy(floor, EnemyType::MIGIUM);
break;
case 0x80:
this->add_enemy(e.floor, (e.uparam1 & 0x01) ? EnemyType::GILLCHIC : EnemyType::DUBCHIC);
this->add_enemy(floor, (e.uparam1 & 0x01) ? EnemyType::GILLCHIC : EnemyType::DUBCHIC);
break;
case 0x81:
this->add_enemy(e.floor, EnemyType::GARANZ);
this->add_enemy(floor, EnemyType::GARANZ);
break;
case 0x82: {
EnemyType type = e.fparam2 ? EnemyType::SINOW_GOLD : EnemyType::SINOW_BEAT;
size_t count = (e.num_children == 0) ? 5 : (e.num_children + 1);
for (size_t z = 0; z < count; z++) {
this->add_enemy(e.floor, type);
this->add_enemy(floor, type);
}
break;
}
case 0x83:
this->add_enemy(e.floor, EnemyType::CANADINE);
this->add_enemy(floor, EnemyType::CANADINE);
break;
case 0x84:
this->add_enemy(e.floor, EnemyType::CANANE);
this->add_enemy(floor, EnemyType::CANANE);
for (size_t x = 0; x < 8; x++) {
this->add_enemy(e.floor, EnemyType::CANADINE_GROUP);
this->add_enemy(floor, EnemyType::CANADINE_GROUP);
}
break;
case 0x85:
this->add_enemy(e.floor, EnemyType::DUBWITCH);
this->add_enemy(floor, EnemyType::DUBWITCH);
break;
case 0xA0:
this->add_enemy(e.floor, EnemyType::DELSABER);
this->add_enemy(floor, EnemyType::DELSABER);
break;
case 0xA1:
this->add_enemy(e.floor, EnemyType::CHAOS_SORCERER);
this->add_enemy(e.floor, EnemyType::BEE_R);
this->add_enemy(e.floor, EnemyType::BEE_L);
this->add_enemy(floor, EnemyType::CHAOS_SORCERER);
this->add_enemy(floor, EnemyType::BEE_R);
this->add_enemy(floor, EnemyType::BEE_L);
break;
case 0xA2:
this->add_enemy(e.floor, EnemyType::DARK_GUNNER);
this->add_enemy(floor, EnemyType::DARK_GUNNER);
break;
case 0xA3:
this->add_enemy(e.floor, EnemyType::DEATH_GUNNER);
this->add_enemy(floor, EnemyType::DEATH_GUNNER);
break;
case 0xA4:
this->add_enemy(e.floor, EnemyType::CHAOS_BRINGER);
this->add_enemy(floor, EnemyType::CHAOS_BRINGER);
break;
case 0xA5:
this->add_enemy(e.floor, EnemyType::DARK_BELRA);
this->add_enemy(floor, EnemyType::DARK_BELRA);
break;
case 0xA6: {
static const EnemyType types[3] = {EnemyType::DIMENIAN, EnemyType::LA_DIMENIAN, EnemyType::SO_DIMENIAN};
this->add_enemy(e.floor, types[e.uparam1 % 3]);
this->add_enemy(floor, types[e.uparam1 % 3]);
break;
}
case 0xA7:
this->add_enemy(e.floor, EnemyType::BULCLAW);
this->add_enemy(floor, EnemyType::BULCLAW);
for (size_t x = 0; x < 4; x++) {
this->add_enemy(e.floor, EnemyType::CLAW);
this->add_enemy(floor, EnemyType::CLAW);
}
break;
case 0xA8:
this->add_enemy(e.floor, EnemyType::CLAW);
this->add_enemy(floor, EnemyType::CLAW);
break;
case 0xC0:
if (episode == Episode::EP1) {
this->add_enemy(e.floor, EnemyType::DRAGON);
this->add_enemy(floor, EnemyType::DRAGON);
} else if (episode == Episode::EP2) {
this->add_enemy(e.floor, EnemyType::GAL_GRYPHON);
this->add_enemy(floor, EnemyType::GAL_GRYPHON);
} else {
throw runtime_error("DRAGON-type enemy placed outside of Episodes 1 or 2");
}
break;
case 0xC1:
this->add_enemy(e.floor, EnemyType::DE_ROL_LE);
this->add_enemy(floor, EnemyType::DE_ROL_LE);
for (size_t z = 0; z < 0x0A; z++) {
this->add_enemy(e.floor, EnemyType::DE_ROL_LE_BODY);
this->add_enemy(floor, EnemyType::DE_ROL_LE_BODY);
}
for (size_t z = 0; z < 0x09; z++) {
this->add_enemy(e.floor, EnemyType::DE_ROL_LE_MINE);
this->add_enemy(floor, EnemyType::DE_ROL_LE_MINE);
}
break;
case 0xC2:
this->add_enemy(e.floor, EnemyType::VOL_OPT_1);
this->add_enemy(floor, EnemyType::VOL_OPT_1);
for (size_t z = 0; z < 6; z++) {
this->add_enemy(e.floor, EnemyType::VOL_OPT_PILLAR);
this->add_enemy(floor, EnemyType::VOL_OPT_PILLAR);
}
for (size_t z = 0; z < 24; z++) {
this->add_enemy(e.floor, EnemyType::VOL_OPT_MONITOR);
this->add_enemy(floor, EnemyType::VOL_OPT_MONITOR);
}
for (size_t z = 0; z < 2; z++) {
this->add_enemy(e.floor, EnemyType::NONE);
this->add_enemy(floor, EnemyType::NONE);
}
this->add_enemy(e.floor, EnemyType::VOL_OPT_AMP);
this->add_enemy(e.floor, EnemyType::VOL_OPT_CORE);
this->add_enemy(e.floor, EnemyType::NONE);
this->add_enemy(floor, EnemyType::VOL_OPT_AMP);
this->add_enemy(floor, EnemyType::VOL_OPT_CORE);
this->add_enemy(floor, EnemyType::NONE);
break;
case 0xC5:
this->add_enemy(e.floor, EnemyType::VOL_OPT_2);
this->add_enemy(floor, EnemyType::VOL_OPT_2);
break;
case 0xC8:
if (difficulty) {
this->add_enemy(e.floor, EnemyType::DARK_FALZ_3);
this->add_enemy(floor, EnemyType::DARK_FALZ_3);
} else {
this->add_enemy(e.floor, EnemyType::DARK_FALZ_2);
this->add_enemy(floor, EnemyType::DARK_FALZ_2);
}
for (size_t x = 0; x < 0x1FD; x++) {
this->add_enemy(e.floor, difficulty == 3 ? EnemyType::DARVANT_ULTIMATE : EnemyType::DARVANT);
this->add_enemy(floor, difficulty == 3 ? EnemyType::DARVANT_ULTIMATE : EnemyType::DARVANT);
}
this->add_enemy(e.floor, EnemyType::DARK_FALZ_3);
this->add_enemy(e.floor, EnemyType::DARK_FALZ_2);
this->add_enemy(e.floor, EnemyType::DARK_FALZ_1);
this->add_enemy(floor, EnemyType::DARK_FALZ_3);
this->add_enemy(floor, EnemyType::DARK_FALZ_2);
this->add_enemy(floor, EnemyType::DARK_FALZ_1);
break;
case 0xCA:
for (size_t z = 0; z < 0x201; z++) {
this->add_enemy(e.floor, EnemyType::OLGA_FLOW_2);
this->add_enemy(floor, EnemyType::OLGA_FLOW_2);
}
break;
case 0xCB:
this->add_enemy(e.floor, EnemyType::BARBA_RAY);
this->add_enemy(floor, EnemyType::BARBA_RAY);
for (size_t z = 0; z < 0x2F; z++) {
this->add_enemy(e.floor, EnemyType::PIG_RAY);
this->add_enemy(floor, EnemyType::PIG_RAY);
}
break;
case 0xCC:
for (size_t z = 0; z < 6; z++) {
this->add_enemy(e.floor, EnemyType::GOL_DRAGON);
this->add_enemy(floor, EnemyType::GOL_DRAGON);
}
break;
case 0xD4: {
EnemyType type = (e.uparam1 & 1) ? EnemyType::SINOW_SPIGELL : EnemyType::SINOW_BERILL;
for (size_t z = 0; z < 5; z++) {
this->add_enemy(e.floor, type);
this->add_enemy(floor, type);
}
break;
}
case 0xD5:
this->add_enemy(e.floor, (e.uparam1 & 0x01) ? EnemyType::MERILTAS : EnemyType::MERILLIA);
this->add_enemy(floor, (e.uparam1 & 0x01) ? EnemyType::MERILTAS : EnemyType::MERILLIA);
break;
case 0xD6:
if (e.uparam1 == 0) {
this->add_enemy(e.floor, EnemyType::MERICAROL);
this->add_enemy(floor, EnemyType::MERICAROL);
} else {
this->add_enemy(e.floor, ((e.uparam1 % 3) == 2) ? EnemyType::MERICUS : EnemyType::MERIKLE);
this->add_enemy(floor, ((e.uparam1 % 3) == 2) ? EnemyType::MERICUS : EnemyType::MERIKLE);
}
break;
case 0xD7:
this->add_enemy(e.floor, (e.uparam1 & 0x01) ? EnemyType::ZOL_GIBBON : EnemyType::UL_GIBBON);
this->add_enemy(floor, (e.uparam1 & 0x01) ? EnemyType::ZOL_GIBBON : EnemyType::UL_GIBBON);
break;
case 0xD8:
this->add_enemy(e.floor, EnemyType::GIBBLES);
this->add_enemy(floor, EnemyType::GIBBLES);
break;
case 0xD9:
this->add_enemy(e.floor, EnemyType::GEE);
this->add_enemy(floor, EnemyType::GEE);
break;
case 0xDA:
this->add_enemy(e.floor, EnemyType::GI_GUE);
this->add_enemy(floor, EnemyType::GI_GUE);
break;
case 0xDB:
this->add_enemy(e.floor, EnemyType::DELDEPTH);
this->add_enemy(floor, EnemyType::DELDEPTH);
break;
case 0xDC:
this->add_enemy(e.floor, EnemyType::DELBITER);
this->add_enemy(floor, EnemyType::DELBITER);
break;
case 0xDD:
this->add_enemy(e.floor, (e.uparam1 & 0x01) ? EnemyType::DOLMDARL : EnemyType::DOLMOLM);
this->add_enemy(floor, (e.uparam1 & 0x01) ? EnemyType::DOLMDARL : EnemyType::DOLMOLM);
break;
case 0xDE:
this->add_enemy(e.floor, EnemyType::MORFOS);
this->add_enemy(floor, EnemyType::MORFOS);
break;
case 0xDF:
this->add_enemy(e.floor, EnemyType::RECOBOX);
this->add_enemy(floor, EnemyType::RECOBOX);
for (size_t x = 0; x < e.num_children; x++) {
this->add_enemy(e.floor, EnemyType::RECON);
this->add_enemy(floor, EnemyType::RECON);
}
break;
case 0xE0:
if ((episode == Episode::EP2) && (e.floor > 0x0F)) {
this->add_enemy(e.floor, EnemyType::EPSILON);
this->add_enemy(floor, EnemyType::EPSILON);
for (size_t z = 0; z < 4; z++) {
this->add_enemy(e.floor, EnemyType::EPSIGUARD);
this->add_enemy(floor, EnemyType::EPSIGUARD);
}
} else {
this->add_enemy(e.floor, (e.uparam1 & 0x01) ? EnemyType::SINOW_ZELE : EnemyType::SINOW_ZOA);
this->add_enemy(floor, (e.uparam1 & 0x01) ? EnemyType::SINOW_ZELE : EnemyType::SINOW_ZOA);
}
break;
case 0xE1:
this->add_enemy(e.floor, EnemyType::ILL_GILL);
this->add_enemy(floor, EnemyType::ILL_GILL);
break;
case 0x0110:
this->add_enemy(e.floor, EnemyType::ASTARK);
this->add_enemy(floor, EnemyType::ASTARK);
break;
case 0x0111:
if (e.floor > 0x05) {
this->add_enemy(e.floor, e.fparam2 ? EnemyType::YOWIE_ALT : EnemyType::SATELLITE_LIZARD_ALT);
this->add_enemy(floor, e.fparam2 ? EnemyType::YOWIE_ALT : EnemyType::SATELLITE_LIZARD_ALT);
} else {
this->add_enemy(e.floor, e.fparam2 ? EnemyType::YOWIE : EnemyType::SATELLITE_LIZARD);
this->add_enemy(floor, e.fparam2 ? EnemyType::YOWIE : EnemyType::SATELLITE_LIZARD);
}
break;
case 0x0112: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.merissa_aa);
this->add_enemy(e.floor, is_rare ? EnemyType::MERISSA_AA : EnemyType::MERISSA_A);
this->add_enemy(floor, is_rare ? EnemyType::MERISSA_AA : EnemyType::MERISSA_A);
break;
}
case 0x0113:
this->add_enemy(e.floor, EnemyType::GIRTABLULU);
this->add_enemy(floor, EnemyType::GIRTABLULU);
break;
case 0x0114: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.pazuzu);
if (e.floor > 0x05) {
this->add_enemy(e.floor, is_rare ? EnemyType::PAZUZU_ALT : EnemyType::ZU_ALT);
this->add_enemy(floor, is_rare ? EnemyType::PAZUZU_ALT : EnemyType::ZU_ALT);
} else {
this->add_enemy(e.floor, is_rare ? EnemyType::PAZUZU : EnemyType::ZU);
this->add_enemy(floor, is_rare ? EnemyType::PAZUZU : EnemyType::ZU);
}
break;
}
case 0x0115:
if (e.uparam1 & 2) {
this->add_enemy(e.floor, EnemyType::BA_BOOTA);
this->add_enemy(floor, EnemyType::BA_BOOTA);
} else {
this->add_enemy(e.floor, (e.uparam1 & 1) ? EnemyType::ZE_BOOTA : EnemyType::BOOTA);
this->add_enemy(floor, (e.uparam1 & 1) ? EnemyType::ZE_BOOTA : EnemyType::BOOTA);
}
break;
case 0x0116: {
bool is_rare = this->check_and_log_rare_enemy(e.uparam1 & 0x01, rare_rates.dorphon_eclair);
this->add_enemy(e.floor, is_rare ? EnemyType::DORPHON_ECLAIR : EnemyType::DORPHON);
this->add_enemy(floor, is_rare ? EnemyType::DORPHON_ECLAIR : EnemyType::DORPHON);
break;
}
case 0x0117: {
static const EnemyType types[3] = {EnemyType::GORAN, EnemyType::PYRO_GORAN, EnemyType::GORAN_DETONATOR};
this->add_enemy(e.floor, types[e.uparam1 % 3]);
this->add_enemy(floor, types[e.uparam1 % 3]);
break;
}
case 0x0119: {
bool is_rare = this->check_and_log_rare_enemy((e.fparam2 != 0.0f), rare_rates.kondrieu);
if (is_rare) {
this->add_enemy(e.floor, EnemyType::KONDRIEU);
this->add_enemy(floor, EnemyType::KONDRIEU);
} else {
this->add_enemy(e.floor, (e.uparam1 & 1) ? EnemyType::SHAMBERTIN : EnemyType::SAINT_MILLION);
this->add_enemy(floor, (e.uparam1 & 1) ? EnemyType::SHAMBERTIN : EnemyType::SAINT_MILLION);
}
break;
}
default:
for (size_t z = 0; z < static_cast<size_t>(e.num_children + 1); z++) {
this->add_enemy(e.floor, EnemyType::UNKNOWN);
this->add_enemy(floor, EnemyType::UNKNOWN);
}
static_game_data_log.warning(
"(Entry %zu, offset %zX in file) Unknown enemy type %04hX",
@@ -407,6 +408,7 @@ void Map::add_enemies_from_map_data(
Episode episode,
uint8_t difficulty,
uint8_t event,
uint8_t floor,
const void* data,
size_t size,
const RareEnemyRates& rare_rates) {
@@ -417,7 +419,7 @@ void Map::add_enemies_from_map_data(
StringReader r(data, size);
for (size_t y = 0; y < entry_count; y++) {
this->add_enemy(episode, difficulty, event, y, r.get<EnemyEntry>(), rare_rates);
this->add_enemy(episode, difficulty, event, floor, y, r.get<EnemyEntry>(), rare_rates);
}
}
@@ -500,6 +502,7 @@ void Map::add_random_enemies_from_map_data(
Episode episode,
uint8_t difficulty,
uint8_t event,
uint8_t floor,
StringReader wave_events_segment_r,
StringReader locations_segment_r,
StringReader definitions_segment_r,
@@ -579,6 +582,7 @@ void Map::add_random_enemies_from_map_data(
e.base_type = rand_enemy_base_types.at(weight_entry.base_type_index);
e.wave_number = wave_number;
e.section = entry.section;
e.floor = floor;
size_t bs_min = 0;
size_t bs_max = definitions_header.entry_count - 1;
@@ -619,7 +623,7 @@ void Map::add_random_enemies_from_map_data(
enemy_log.info("Creating enemy with base_type %04hX fparam2 %g uparam1 %04hX", e.base_type.load(), e.fparam2.load(), e.uparam1.load());
// Trace: at 0080E6FE CX is base_type
this->add_enemy(episode, difficulty, event, 0, e, rare_rates);
this->add_enemy(episode, difficulty, event, floor, 0, e, rare_rates);
} else {
enemy_log.info("Cannot create enemy: parameters are missing");
}
@@ -743,6 +747,7 @@ void Map::add_enemies_and_objects_from_quest_data(
episode,
difficulty,
event,
floor,
r.pgetv(sections.enemies + sizeof(header), header.data_size),
header.data_size,
rare_rates);
@@ -758,6 +763,7 @@ void Map::add_enemies_and_objects_from_quest_data(
episode,
difficulty,
event,
floor,
r.sub(sections.wave_events + sizeof(SectionHeader), wave_events_header.data_size),
r.sub(sections.random_enemy_locations + sizeof(SectionHeader), random_enemy_locations_header.data_size),
r.sub(sections.random_enemy_definitions + sizeof(SectionHeader), random_enemy_definitions_header.data_size),