330 lines
11 KiB
C++
330 lines
11 KiB
C++
#pragma once
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#include <inttypes.h>
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#include <memory>
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#include <phosg/Encoding.hh>
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#include <random>
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#include <string>
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#include <vector>
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#include "BattleParamsIndex.hh"
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#include "ItemNameIndex.hh"
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#include "PSOEncryption.hh"
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#include "StaticGameData.hh"
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#include "Text.hh"
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struct Map {
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struct SectionHeader {
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enum class Type {
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END = 0,
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OBJECTS = 1,
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ENEMIES = 2,
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WAVE_EVENTS = 3,
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RANDOM_ENEMY_LOCATIONS = 4,
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RANDOM_ENEMY_DEFINITIONS = 5,
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};
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le_uint32_t le_type;
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le_uint32_t section_size; // Includes this header
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le_uint32_t floor;
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le_uint32_t data_size;
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inline Type type() const {
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return static_cast<Type>(this->le_type.load());
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}
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} __attribute__((packed));
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struct ObjectEntry { // Section type 1 (OBJECTS)
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/* 00 */ le_uint16_t base_type;
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/* 02 */ le_uint16_t flags;
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/* 04 */ le_uint16_t index;
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/* 06 */ le_uint16_t unknown_a2;
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/* 08 */ le_uint16_t entity_id; // == index + 0x4000
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/* 0A */ le_uint16_t group;
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/* 0C */ le_uint16_t section;
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/* 0E */ le_uint16_t unknown_a3;
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/* 10 */ le_float x;
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/* 14 */ le_float y;
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/* 18 */ le_float z;
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/* 1C */ le_uint32_t x_angle;
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/* 20 */ le_uint32_t y_angle;
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/* 24 */ le_uint32_t z_angle;
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/* 28 */ le_float param1; // If <= 0, this is a specialized box, and the specialization is in param4/5/6
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/* 2C */ le_float param2;
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/* 30 */ le_float param3;
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/* 34 */ le_uint32_t param4;
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/* 38 */ le_uint32_t param5;
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/* 3C */ le_uint32_t param6;
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/* 40 */ le_uint32_t unused; // Reserved for pointer in client's memory; unused by server
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/* 44 */
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std::string str() const;
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} __attribute__((packed));
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struct EnemyEntry { // Section type 2 (ENEMIES)
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/* 00 */ le_uint16_t base_type;
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/* 02 */ le_uint16_t flags;
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/* 04 */ le_uint16_t index;
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/* 06 */ le_uint16_t num_children;
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/* 08 */ le_uint16_t floor;
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/* 0A */ le_uint16_t entity_id; // == index + 0x1000
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/* 0C */ le_uint16_t section;
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/* 0E */ le_uint16_t wave_number;
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/* 10 */ le_uint16_t wave_number2;
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/* 12 */ le_uint16_t unknown_a1;
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/* 14 */ le_float x;
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/* 18 */ le_float y;
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/* 1C */ le_float z;
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/* 20 */ le_uint32_t x_angle;
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/* 24 */ le_uint32_t y_angle;
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/* 28 */ le_uint32_t z_angle;
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/* 2C */ le_float fparam1;
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/* 30 */ le_float fparam2;
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/* 34 */ le_float fparam3;
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/* 38 */ le_float fparam4;
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/* 3C */ le_float fparam5;
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/* 40 */ le_uint16_t uparam1;
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/* 42 */ le_uint16_t uparam2;
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/* 44 */ le_uint32_t unused; // Reserved for pointer in client's memory; unused by server
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/* 48 */
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std::string str() const;
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} __attribute__((packed));
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struct EventsSectionHeader { // Section type 3 (WAVE_EVENTS)
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/* 00 */ le_uint32_t footer_offset;
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/* 04 */ le_uint32_t entries_offset;
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/* 08 */ le_uint32_t entry_count;
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/* 0C */ be_uint32_t format; // 0 or 'evt2'
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/* 10 */
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} __attribute__((packed));
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struct Event1Entry { // Section type 3 (WAVE_EVENTS) if format == 0
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/* 00 */ le_uint32_t event_id;
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/* 04 */ le_uint16_t flags;
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/* 06 */ le_uint16_t unknown_a2;
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/* 08 */ le_uint16_t section;
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/* 0A */ le_uint16_t wave_number;
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/* 0C */ le_uint32_t delay;
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/* 10 */ le_uint32_t clear_events_index;
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/* 14 */
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} __attribute__((packed));
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struct Event2Entry { // Section type 3 (WAVE_EVENTS) if format == 'evt2'
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/* 00 */ le_uint32_t event_id;
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/* 04 */ le_uint16_t flags;
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/* 06 */ le_uint16_t unknown_a2;
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/* 08 */ le_uint16_t section;
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/* 0A */ le_uint16_t wave_number;
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/* 0C */ le_uint16_t min_delay;
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/* 0E */ le_uint16_t max_delay;
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/* 10 */ uint8_t min_enemies;
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/* 11 */ uint8_t max_enemies;
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/* 12 */ le_uint16_t max_waves;
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/* 14 */ le_uint32_t clear_events_index;
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/* 18 */
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} __attribute__((packed));
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struct RandomEnemyLocationsHeader { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
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/* 00 */ le_uint32_t section_table_offset; // Offset to RandomEnemyLocationSegment structs, from start of this struct
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/* 04 */ le_uint32_t entries_offset; // Offset to RandomEnemyLocationEntry structs, from start of this struct
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/* 08 */ le_uint32_t num_sections;
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/* 0C */
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} __attribute__((packed));
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struct RandomEnemyLocationSection { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
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/* 00 */ le_uint16_t section;
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/* 02 */ le_uint16_t count;
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/* 04 */ le_uint32_t offset;
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/* 08 */
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} __attribute__((packed));
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struct RandomEnemyLocationEntry { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
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/* 00 */ le_float x;
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/* 04 */ le_float y;
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/* 08 */ le_float z;
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/* 0C */ le_uint32_t x_angle;
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/* 10 */ le_uint32_t y_angle;
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/* 14 */ le_uint32_t z_angle;
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/* 18 */ uint16_t unknown_a9;
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/* 1A */ uint16_t unknown_a10;
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/* 1C */
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} __attribute__((packed));
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struct RandomEnemyDefinitionsHeader { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
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/* 00 */ le_uint32_t entries_offset; // Offset to RandomEnemyDefinition structs, from start of this struct
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/* 04 */ le_uint32_t weight_entries_offset; // Offset to RandomEnemyDefinitionWeights structs, from start of this struct
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/* 08 */ le_uint32_t entry_count;
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/* 0C */ le_uint32_t weight_entry_count;
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/* 10 */
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} __attribute__((packed));
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struct RandomEnemyDefinition { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
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// All fields through entry_num map to the corresponding fields in
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// EnemyEntry. Note that the order of the uparam fields is switched!
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/* 00 */ le_float fparam1;
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/* 04 */ le_float fparam2;
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/* 08 */ le_float fparam3;
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/* 0C */ le_float fparam4;
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/* 10 */ le_float fparam5;
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/* 14 */ le_uint16_t uparam2;
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/* 16 */ le_uint16_t uparam1;
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/* 18 */ le_uint32_t entry_num;
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/* 1C */ le_uint16_t min_children;
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/* 1E */ le_uint16_t max_children;
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/* 20 */
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} __attribute__((packed));
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struct RandomEnemyWeight { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
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/* 00 */ uint8_t base_type_index;
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/* 01 */ uint8_t definition_entry_num;
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/* 02 */ uint8_t weight;
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/* 03 */ uint8_t unknown_a4;
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/* 04 */
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} __attribute__((packed));
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struct RareEnemyRates {
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uint32_t hildeblue; // HILDEBEAR -> HILDEBLUE
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uint32_t rappy; // RAG_RAPPY -> {AL_RAPPY or seasonal rappies}; SAND_RAPPY -> DEL_RAPPY
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uint32_t nar_lily; // POISON_LILY -> NAR_LILY
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uint32_t pouilly_slime; // POFUILLY_SLIME -> POUILLY_SLIME
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uint32_t merissa_aa; // MERISSA_A -> MERISSA_AA
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uint32_t pazuzu; // ZU -> PAZUZU (and _ALT variants)
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uint32_t dorphon_eclair; // DORPHON -> DORPHON_ECLAIR
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uint32_t kondrieu; // {SAINT_MILLION, SHAMBERTIN} -> KONDRIEU
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};
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static const RareEnemyRates NO_RARE_ENEMIES;
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static const RareEnemyRates DEFAULT_RARE_ENEMIES;
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struct Object {
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// TODO: Add more fields in here if we ever care about them. Currently we
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// only care about boxes with fixed item drops.
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uint16_t base_type;
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uint16_t section;
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float param1; // If <= 0, this is a specialized box, and the specialization is in param4/5/6
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float param3; // If == 0, the item should be varied by difficulty and area
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uint32_t param4;
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uint32_t param5;
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uint32_t param6;
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uint8_t floor;
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bool item_drop_checked;
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std::string str(std::shared_ptr<const ItemNameIndex> name_index) const;
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};
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struct Enemy {
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enum Flag {
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HIT_BY_PLAYER0 = 0x01,
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HIT_BY_PLAYER1 = 0x02,
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HIT_BY_PLAYER2 = 0x04,
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HIT_BY_PLAYER3 = 0x08,
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DEFEATED = 0x10,
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ITEM_DROPPED = 0x20,
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};
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EnemyType type;
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uint8_t floor;
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uint8_t flags;
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uint8_t last_hit_by_client_id;
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Enemy(uint8_t floor, EnemyType type);
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std::string str() const;
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} __attribute__((packed));
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std::vector<Object> objects;
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std::vector<Enemy> enemies;
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std::vector<size_t> rare_enemy_indexes;
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void clear();
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void add_objects_from_map_data(uint8_t floor, const void* data, size_t size);
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bool check_and_log_rare_enemy(bool default_is_rare, uint32_t rare_rate);
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void add_enemy(uint8_t floor, EnemyType type);
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void add_enemy(
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Episode episode,
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uint8_t difficulty,
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uint8_t event,
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uint8_t floor,
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size_t index,
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const EnemyEntry& e,
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const RareEnemyRates& rare_rates = Map::DEFAULT_RARE_ENEMIES);
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void add_enemies_from_map_data(
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Episode episode,
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uint8_t difficulty,
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uint8_t event,
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uint8_t floor,
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const void* data,
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size_t size,
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const RareEnemyRates& rare_rates = Map::DEFAULT_RARE_ENEMIES);
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void add_random_enemies_from_map_data(
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Episode episode,
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uint8_t difficulty,
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uint8_t event,
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uint8_t floor,
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StringReader wave_events_r,
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StringReader random_enemy_locations_r,
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StringReader random_enemy_definitions_r,
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uint32_t rare_seed,
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const RareEnemyRates& rare_rates = Map::DEFAULT_RARE_ENEMIES);
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struct DATSectionsForFloor {
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uint32_t objects = 0xFFFFFFFF;
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uint32_t enemies = 0xFFFFFFFF;
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uint32_t wave_events = 0xFFFFFFFF;
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uint32_t random_enemy_locations = 0xFFFFFFFF;
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uint32_t random_enemy_definitions = 0xFFFFFFFF;
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};
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static std::vector<DATSectionsForFloor> collect_quest_map_data_sections(const void* data, size_t size);
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void add_enemies_and_objects_from_quest_data(
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Episode episode,
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uint8_t difficulty,
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uint8_t event,
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const void* data,
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size_t size,
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uint32_t rare_seed,
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const RareEnemyRates& rare_rates = Map::DEFAULT_RARE_ENEMIES);
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static std::string disassemble_quest_data(const void* data, size_t size);
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};
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// TODO: This class is currently unused. It would be nice if we could use this
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// to generate variations and link to the corresponding map filenames, but it
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// seems that SetDataTable.rel files link to map filenames that don't actually
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// exist in some cases, so we can't just directly use this data structure.
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class SetDataTable {
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public:
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struct SetEntry {
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std::string object_list_basename;
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std::string enemy_list_basename;
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std::string event_list_basename;
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};
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SetDataTable(std::shared_ptr<const std::string> data, bool big_endian);
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inline const std::vector<std::vector<std::vector<SetEntry>>> get() const {
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return this->entries;
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}
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void print(FILE* stream) const;
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private:
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template <bool IsBigEndian>
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void load_table_t(std::shared_ptr<const std::string> data);
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// Indexes are [floor][variation1][variation2]
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// floor is cumulative per episode, so Ep2 starts at floor=18.
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std::vector<std::vector<std::vector<SetEntry>>> entries;
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};
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void generate_variations(
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parray<le_uint32_t, 0x20>& variations,
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std::shared_ptr<PSOLFGEncryption> random,
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Episode episode,
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bool is_solo);
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std::vector<std::string> map_filenames_for_variation(
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Episode episode, bool is_solo, uint8_t floor, uint32_t var1, uint32_t var2, bool is_enemies);
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void load_map_files();
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