Files
psopeeps-newserv/src/ItemCreator.cc
T
2025-03-17 22:57:24 -07:00

1860 lines
62 KiB
C++

#include "ItemCreator.hh"
#include <algorithm>
#include <array>
#include "Loggers.hh"
using namespace std;
// The favored weapon type table is hardcoded in the game client. The table is:
// Viridia shots
// Greennill rifles
// Skyly swords
// Bluefull partisans
// Purplenum mechguns
// Pinkal canes
// Redria (none)
// Oran daggers
// Yellowboze (none)
// Whitill slicers
static const array<uint8_t, 10> favored_weapon_by_section_id = {
0x09, 0x07, 0x02, 0x04, 0x08, 0x0A, 0xFF, 0x03, 0xFF, 0x05};
ItemCreator::ItemCreator(
shared_ptr<const CommonItemSet> common_item_set,
shared_ptr<const RareItemSet> rare_item_set,
shared_ptr<const ArmorRandomSet> armor_random_set,
shared_ptr<const ToolRandomSet> tool_random_set,
shared_ptr<const WeaponRandomSet> weapon_random_set,
shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
shared_ptr<const ItemParameterTable> item_parameter_table,
std::shared_ptr<const ItemData::StackLimits> stack_limits,
Episode episode,
GameMode mode,
uint8_t difficulty,
uint8_t section_id,
std::shared_ptr<PSOLFGEncryption> opt_rand_crypt,
shared_ptr<const BattleRules> restrictions)
: log(phosg::string_printf("[ItemCreator:%s/%s/%s/%c/%hhu] ", phosg::name_for_enum(stack_limits->version), abbreviation_for_episode(episode), abbreviation_for_mode(mode), abbreviation_for_difficulty(difficulty), section_id), lobby_log.min_level),
logic_version(stack_limits->version),
stack_limits(stack_limits),
episode(episode),
mode(mode),
difficulty(difficulty),
section_id(section_id),
rare_item_set(rare_item_set),
armor_random_set(armor_random_set),
tool_random_set(tool_random_set),
weapon_random_set(weapon_random_set),
tekker_adjustment_set(tekker_adjustment_set),
item_parameter_table(item_parameter_table),
common_item_set(common_item_set),
pt(common_item_set->get_table(this->episode, this->mode, this->difficulty, this->section_id)),
restrictions(restrictions),
opt_rand_crypt(opt_rand_crypt ? make_shared<PSOV2Encryption>(opt_rand_crypt->seed()) : nullptr) {
this->generate_unit_stars_tables();
}
void ItemCreator::set_random_crypt(shared_ptr<PSOLFGEncryption> new_random_crypt) {
this->opt_rand_crypt = new_random_crypt;
}
void ItemCreator::set_section_id(uint8_t new_section_id) {
if (this->section_id != new_section_id) {
this->section_id = new_section_id;
this->log.prefix = phosg::string_printf("[ItemCreator:%s/%s/%s/%c/%hhu] ",
phosg::name_for_enum(stack_limits->version),
abbreviation_for_episode(episode),
abbreviation_for_mode(mode),
abbreviation_for_difficulty(difficulty),
this->section_id);
this->pt = common_item_set->get_table(this->episode, this->mode, this->difficulty, this->section_id);
}
}
bool ItemCreator::are_rare_drops_allowed() const {
// Note: The client has an additional check here, which appears to be a subtle
// anti-cheating measure. There is a flag on the client, initially zero, which
// is set to 1 when certain unexpected item-related things happen (for
// example, a player possessing a mag with a level above 200, or a stack of
// consumables with an amount above the stack size limit). When the flag is
// set, this function returns false, which prevents all rare item drops.
// newserv intentionally does not implement this flag.
return (this->mode != GameMode::CHALLENGE);
}
uint8_t ItemCreator::normalize_area_number(uint8_t area) const {
if (this->restrictions && (this->restrictions->box_drop_area != 0)) {
return this->restrictions->box_drop_area - 1;
} else {
switch (this->episode) {
case Episode::EP1:
if (area >= 0x11) {
throw runtime_error("invalid Episode 1 area number");
}
switch (area) {
case 0x0B: // Dragon -> Cave 1
return 2;
case 0x0C: // De Rol Le -> Mine 1
return 5;
case 0x0D: // Vol Opt -> Ruins 1
return 7;
case 0x0E: // Dark Falz -> Ruins 3
case 0x10: // Palace -> Ruins 3
case 0x11: // Spaceship -> Ruins 3
return 9;
case 0x0F: // Lobby
throw runtime_error("visual lobby does not have item drop tables");
default:
return area - 1;
}
throw logic_error("this should be impossible");
case Episode::EP2: {
static const array<uint8_t, 0x11> area_subs = {
0x00, // 13 (VR Temple Alpha)
0x01, // 14 (VR Temple Beta)
0x02, // 15 (VR Spaceship Alpha)
0x03, // 16 (VR Spaceship Beta)
0x07, // 17 (Central Control Area)
0x04, // 18 (Jungle North)
0x05, // 19 (Jungle South)
0x06, // 1A (Mountain)
0x07, // 1B (Seaside)
0x08, // 1C (Seabed Upper)
0x09, // 1D (Seabed Lower)
0x08, // 1E (Gal Gryphon)
0x09, // 1F (Olga Flow)
0x02, // 20 (Barba Ray)
0x04, // 21 (Gol Dragon)
0x07, // 22 (Seaside Night)
0x09, // 23 (Tower)
};
if ((area >= 0x13) && (area < 0x24)) {
return area_subs.at(area - 0x13);
}
throw runtime_error("invalid Episode 2 area number");
}
case Episode::EP4:
if (area >= 0x24 && area < 0x2D) {
return area - 0x23;
}
throw runtime_error("invalid Episode 4 area number");
default:
throw logic_error("invalid episode number");
}
}
}
ItemCreator::DropResult ItemCreator::on_box_item_drop(uint8_t area) {
try {
return this->on_box_item_drop_with_area_norm(this->normalize_area_number(area));
} catch (const exception& e) {
this->log.error("Exception in item creation: %s", e.what());
return DropResult();
}
}
ItemCreator::DropResult ItemCreator::on_monster_item_drop(uint32_t enemy_type, uint8_t area) {
try {
return this->on_monster_item_drop_with_area_norm(enemy_type, this->normalize_area_number(area));
} catch (const exception& e) {
this->log.error("Exception in item creation: %s", e.what());
return DropResult();
}
}
ItemCreator::DropResult ItemCreator::on_box_item_drop_with_area_norm(uint8_t area_norm) {
this->log.info("Box drop checks for area_norm %02hhX", area_norm);
if (this->opt_rand_crypt) {
this->log.info("Random state: %08" PRIX32 " %08" PRIX32,
this->opt_rand_crypt->seed(), this->opt_rand_crypt->absolute_offset());
}
DropResult res;
res.item = this->check_rare_specs_and_create_rare_box_item(area_norm);
if (!res.item.empty()) {
res.is_from_rare_table = true;
} else {
uint8_t item_class = this->get_rand_from_weighted_tables_2d_vertical(this->pt->box_item_class_prob_table, area_norm);
this->log.info("Item class is %02hhX", item_class);
switch (item_class) {
case 0: // Weapon
res.item.data1[0] = 0;
break;
case 1: // Armor
res.item.data1[0] = 1;
res.item.data1[1] = 1;
break;
case 2: // Shield
res.item.data1[0] = 1;
res.item.data1[1] = 2;
break;
case 3: // Unit
res.item.data1[0] = 1;
res.item.data1[1] = 3;
break;
case 4: // Tool
res.item.data1[0] = 3;
break;
case 5: // Meseta
res.item.data1[0] = 4;
break;
case 6: // Nothing
break;
default:
throw logic_error("this should be impossible");
}
if (item_class < 6) {
this->generate_common_item_variances(area_norm, res.item);
}
}
return res;
}
ItemCreator::DropResult ItemCreator::on_monster_item_drop_with_area_norm(uint32_t enemy_type, uint8_t area_norm) {
// Note: The original GC implementation uses (enemy_type > 0x58) here; we
// extend it to the full array size for BB
if (enemy_type >= 0x64) {
this->log.warning("Invalid enemy type: %" PRIX32, enemy_type);
return DropResult();
}
this->log.info("Enemy type: %" PRIX32 "", enemy_type);
if (this->opt_rand_crypt) {
this->log.info("Random state: %08" PRIX32 " %08" PRIX32,
this->opt_rand_crypt->seed(), this->opt_rand_crypt->absolute_offset());
}
uint8_t type_drop_prob = this->pt->enemy_type_drop_probs.at(enemy_type);
uint8_t drop_sample = this->rand_int(100);
if (drop_sample >= type_drop_prob) {
this->log.info("Drop not chosen (%hhu >= %hhu)", drop_sample, type_drop_prob);
return DropResult();
} else {
this->log.info("Drop chosen (%hhu < %hhu)", drop_sample, type_drop_prob);
}
DropResult res;
res.item = this->check_rare_spec_and_create_rare_enemy_item(enemy_type, area_norm);
if (!res.item.empty()) {
res.is_from_rare_table = true;
} else {
uint32_t item_class_determinant =
this->should_allow_meseta_drops()
? this->rand_int(3)
: (this->rand_int(2) + 1);
uint32_t item_class;
switch (item_class_determinant) {
case 0:
item_class = 5;
break;
case 1:
item_class = 4;
break;
case 2:
item_class = this->pt->enemy_item_classes.at(enemy_type);
break;
default:
throw logic_error("invalid item class determinant");
}
this->log.info("Rare drop not chosen; item class determinant is %" PRIu32 "; item class is %" PRIu32, item_class_determinant, item_class);
switch (item_class) {
case 0: // Weapon
res.item.data1[0] = 0x00;
break;
case 1: // Armor
res.item.data1w[0] = 0x0101;
break;
case 2: // Shield
res.item.data1w[0] = 0x0201;
break;
case 3: // Unit
res.item.data1w[0] = 0x0301;
break;
case 4: // Tool
res.item.data1[0] = 0x03;
break;
case 5: // Meseta
res.item.data1[0] = 0x04;
res.item.data2d = this->choose_meseta_amount(this->pt->enemy_meseta_ranges, enemy_type) & 0xFFFF;
break;
default:
return res;
}
if (res.item.data1[0] != 0x04) {
this->generate_common_item_variances(area_norm, res.item);
}
}
return res;
}
ItemData ItemCreator::check_rare_specs_and_create_rare_box_item(uint8_t area_norm) {
ItemData item;
if (!this->are_rare_drops_allowed()) {
return item;
}
auto rare_specs = this->rare_item_set->get_box_specs(
this->mode, this->episode, this->difficulty, this->section_id, area_norm);
for (const auto& spec : rare_specs) {
item = this->check_rate_and_create_rare_item(spec, area_norm);
if (!item.empty()) {
if (this->log.should_log(phosg::LogLevel::INFO)) {
auto hex = spec.data.hex();
this->log.info("Box spec %08" PRIX32 " produced item %s", spec.probability, hex.c_str());
}
break;
}
if (this->log.should_log(phosg::LogLevel::INFO)) {
auto hex = spec.data.hex();
this->log.info("Box spec %08" PRIX32 " did not produce item %s", spec.probability, hex.c_str());
}
}
return item;
}
uint32_t ItemCreator::rand_int(uint64_t max) {
return random_from_optional_crypt(this->opt_rand_crypt) % max;
}
float ItemCreator::rand_float_0_1_from_crypt() {
// This lacks some precision, but matches the original implementation.
return (static_cast<double>(random_from_optional_crypt(this->opt_rand_crypt) >> 16) / 65536.0);
}
template <size_t NumRanges>
uint32_t ItemCreator::choose_meseta_amount(
const parray<CommonItemSet::Table::Range<uint16_t>, NumRanges> ranges,
size_t table_index) {
uint16_t min = ranges[table_index].min;
uint16_t max = ranges[table_index].max;
// Note: The original code returns 0xFF here if either limit is equal to 0xFF
// (despite them being 16-bit integers!)
uint16_t ret;
if (min == max) {
ret = min;
} else if (max < min) {
ret = this->rand_int((min - max) + 1) + max;
} else {
ret = this->rand_int((max - min) + 1) + min;
}
this->log.info("Chose %" PRIu32 " Meseta from range [%hu, %hu]", ret, min, max);
return ret;
}
bool ItemCreator::should_allow_meseta_drops() const {
return (this->mode != GameMode::CHALLENGE);
}
ItemData ItemCreator::check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area_norm) {
ItemData item;
if (this->are_rare_drops_allowed() && (enemy_type > 0) && (enemy_type < 0x58)) {
// Note: In the original implementation, enemies can only have one possible
// rare drop. In our implementation, they can have multiple rare drops if
// JSONRareItemSet is used (the other RareItemSet implementations never
// return multiple drops for an enemy type).
auto rare_specs = this->rare_item_set->get_enemy_specs(
this->mode, this->episode, this->difficulty, this->section_id, enemy_type);
for (const auto& spec : rare_specs) {
item = this->check_rate_and_create_rare_item(spec, area_norm);
if (!item.empty()) {
if (this->log.should_log(phosg::LogLevel::INFO)) {
auto hex = spec.data.hex();
this->log.info("Enemy spec %08" PRIX32 " produced item %s", spec.probability, hex.c_str());
}
break;
}
if (this->log.should_log(phosg::LogLevel::INFO)) {
auto hex = spec.data.hex();
this->log.info("Enemy spec %08" PRIX32 " did not produce item %s", spec.probability, hex.c_str());
}
}
}
return item;
}
ItemData ItemCreator::check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area_norm) {
if (drop.probability == 0) {
return ItemData();
}
// Note: The original code uses 0xFFFFFFFF as the maximum here. We use
// 0x100000000 instead, which makes all rare items SLIGHTLY more rare.
if (this->rand_int(0x100000000) >= drop.probability) {
return ItemData();
}
ItemData item = drop.data;
if (item.can_be_encoded_in_rel_rare_table()) {
switch (item.data1[0]) {
case 0:
if (this->pt->has_rare_bonus_value_prob_table) {
this->generate_rare_weapon_bonuses(item, this->rand_int(10));
} else {
this->generate_common_weapon_bonuses(item, area_norm);
}
this->set_item_unidentified_flag_if_not_challenge(item);
break;
case 1:
this->generate_common_armor_slots_and_bonuses(item);
break;
case 2:
this->generate_common_mag_variances(item);
break;
case 3:
this->clear_tool_item_if_invalid(item);
this->set_tool_item_amount_to_1(item);
break;
case 4:
break;
default:
throw logic_error("invalid item class");
}
this->set_item_kill_count_if_unsealable(item);
}
this->clear_item_if_restricted(item);
return item;
}
void ItemCreator::generate_rare_weapon_bonuses(ItemData& item, uint32_t random_sample) {
if (item.data1[0] != 0) {
return;
}
if (!this->pt->has_rare_bonus_value_prob_table) {
throw logic_error("generate_rare_weapon_bonuses called for common item table without rare bonus value probability table");
}
for (size_t z = 0; z < 6; z += 2) {
uint8_t bonus_type = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_type_prob_table, random_sample);
int16_t bonus_value = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_value_prob_table, 5);
item.data1[z + 6] = bonus_type;
item.data1[z + 7] = bonus_value * 5 - 10;
// Note: The original code has a special case here, which divides
// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
// (Hit). Why this is done is unclear, because item.data1[z + 7] must
// already be a multiple of 5.
}
this->deduplicate_weapon_bonuses(item);
}
void ItemCreator::generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm) {
if (item.data1[0] != 0) {
return;
}
for (size_t row = 0; row < 3; row++) {
uint8_t spec = this->pt->nonrare_bonus_prob_spec.at(row).at(area_norm);
if (spec == 0xFF) {
this->log.info("Bonus %zu is forbidden", row);
} else {
item.data1[(row * 2) + 6] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_type_prob_table, area_norm);
int16_t amount = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_value_prob_table, spec);
item.data1[(row * 2) + 7] = amount * 5 - 10;
this->log.info("Bonus %zu generated as %02hhX %02hhX from area_norm %02hhX and spec %02hhX", row, item.data1[(row * 2) + 6], item.data1[(row * 2) + 7], area_norm, spec);
}
// Note: The original code has a special case here, which divides
// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
// (Hit). Why this is done is unclear, because item.data1[z + 7] must
// already be a multiple of 5.
}
this->deduplicate_weapon_bonuses(item);
}
void ItemCreator::deduplicate_weapon_bonuses(ItemData& item) const {
for (size_t x = 0; x < 6; x += 2) {
for (size_t y = 0; y < x; y += 2) {
if (item.data1[y + 6] == 0x00) {
item.data1[x + 6] = 0x00;
} else if (item.data1[x + 6] == item.data1[y + 6]) {
item.data1[x + 6] = 0x00;
}
}
if (item.data1[x + 6] == 0x00) {
item.data1[x + 7] = 0x00;
}
}
}
void ItemCreator::set_item_kill_count_if_unsealable(ItemData& item) const {
if (this->item_parameter_table->is_unsealable_item(item)) {
this->log.info("Item is unsealable; setting kill count to zero");
item.set_kill_count(0);
}
}
void ItemCreator::set_item_unidentified_flag_if_not_challenge(ItemData& item) const {
if (this->mode == GameMode::CHALLENGE) {
return;
}
if (item.data1[0] != 0x00) {
return;
}
// On V1, V3, and V4, all rare weapons and weapons with specials are untekked
// when created; on V2, only rares that are not in the standard item classes
// are untekked when created.
bool is_rare = this->item_parameter_table->is_item_rare(item);
bool use_v2_logic = is_v2(this->logic_version) && (this->logic_version != Version::GC_NTE);
if (use_v2_logic
? (is_rare ? (item.data1[1] > 0x0C) : (item.data1[4] != 0))
: (is_rare || (item.data1[4] != 0))) {
item.data1[4] |= 0x80;
}
}
void ItemCreator::set_tool_item_amount_to_1(ItemData& item) const {
if (item.data1[0] == 0x03) {
item.set_tool_item_amount(*this->stack_limits, 1);
}
}
void ItemCreator::clear_tool_item_if_invalid(ItemData& item) {
if ((item.data1[1] == 0x02) &&
((item.data1[2] > 0x1D) || (item.data1[4] > 0x12))) {
item.clear();
}
}
void ItemCreator::clear_item_if_restricted(ItemData& item) const {
if (this->item_parameter_table->is_item_rare(item) && !this->are_rare_drops_allowed()) {
this->log.info("Restricted: item is rare, but rares not allowed");
item.clear();
return;
}
if (this->mode == GameMode::CHALLENGE) {
// Forbid HP/TP-restoring units and meseta in challenge mode
// Note: PSO GC doesn't check for 0x61 or 0x62 here since those items
// (HP/Resurrection and TP/Resurrection) only exist on BB.
if (item.data1[0] == 1) {
if ((item.data1[1] == 3) && (((item.data1[2] >= 0x33) && (item.data1[2] <= 0x38)) || (item.data1[2] == 0x61) || (item.data1[2] == 0x62))) {
this->log.info("Restricted: restore units not allowed in Challenge mode");
item.clear();
return;
}
} else if (item.data1[0] == 4) {
this->log.info("Restricted: meseta not allowed in Challenge mode");
item.clear();
return;
}
}
if (this->restrictions) {
switch (item.data1[0]) {
case 0:
case 1:
switch (this->restrictions->weapon_and_armor_mode) {
case BattleRules::WeaponAndArmorMode::ALLOW:
case BattleRules::WeaponAndArmorMode::CLEAR_AND_ALLOW:
break;
case BattleRules::WeaponAndArmorMode::FORBID_RARES:
if (this->item_parameter_table->is_item_rare(item)) {
this->log.info("Restricted: rare weapons and armors not allowed");
item.clear();
}
break;
case BattleRules::WeaponAndArmorMode::FORBID_ALL:
this->log.info("Restricted: weapons and armors not allowed");
item.clear();
break;
default:
throw logic_error("invalid weapon and armor mode");
}
break;
case 2:
if (this->restrictions->mag_mode == BattleRules::MagMode::FORBID_ALL) {
this->log.info("Restricted: mags not allowed");
item.clear();
}
break;
case 3:
if (this->restrictions->tool_mode == BattleRules::ToolMode::FORBID_ALL) {
this->log.info("Restricted: tools not allowed");
item.clear();
} else if (item.data1[1] == 2) {
switch (this->restrictions->tech_disk_mode) {
case BattleRules::TechDiskMode::ALLOW:
break;
case BattleRules::TechDiskMode::FORBID_ALL:
this->log.info("Restricted: tech disks not allowed");
item.clear();
break;
case BattleRules::TechDiskMode::LIMIT_LEVEL:
this->log.info("Restricted: tech disk level limited to %hhu",
static_cast<uint8_t>(this->restrictions->max_tech_level + 1));
if (this->restrictions->max_tech_level == 0) {
item.data1[2] = 0;
} else {
item.data1[2] %= this->restrictions->max_tech_level;
}
break;
default:
throw logic_error("invalid tech disk mode");
}
} else if ((item.data1[1] == 9) && this->restrictions->forbid_scape_dolls) {
this->log.info("Restricted: scape dolls not allowed");
item.clear();
}
break;
case 4:
if (this->restrictions->meseta_mode == BattleRules::MesetaMode::FORBID_ALL) {
this->log.info("Restricted: meseta not allowed");
item.clear();
}
break;
default:
throw logic_error("invalid item");
}
}
}
void ItemCreator::generate_common_item_variances(uint32_t area_norm, ItemData& item) {
switch (item.data1[0]) {
case 0:
this->generate_common_weapon_variances(area_norm, item);
break;
case 1:
if (item.data1[1] == 3) {
float f1 = 1.0 + this->pt->unit_max_stars_table.at(area_norm);
float f2 = this->rand_float_0_1_from_crypt();
uint8_t stars = static_cast<uint32_t>(f1 * f2) & 0xFF;
this->log.info("Unit stars: %g * %g = %" PRIu32, f1, f2, stars);
this->generate_common_unit_variances(stars, item);
if (item.data1[2] == 0xFF) {
this->log.info("Unit subtype not valid; clearing item");
item.clear();
}
} else {
this->generate_common_armor_or_shield_type_and_variances(area_norm, item);
}
break;
case 2:
this->generate_common_mag_variances(item);
break;
case 3:
this->generate_common_tool_variances(area_norm, item);
break;
case 4:
item.data2d = this->choose_meseta_amount(this->pt->box_meseta_ranges, area_norm) & 0xFFFF;
break;
default:
// Note: The original code does the following here:
// item.clear();
// item.data1[0] = 0x05;
throw logic_error("invalid item class");
}
this->clear_item_if_restricted(item);
this->set_item_kill_count_if_unsealable(item);
}
void ItemCreator::generate_common_armor_or_shield_type_and_variances(char area_norm, ItemData& item) {
this->generate_common_armor_slots_and_bonuses(item);
uint8_t type = this->get_rand_from_weighted_tables_1d(this->pt->armor_shield_type_index_prob_table);
item.data1[2] = area_norm + type + this->pt->armor_or_shield_type_bias;
if (item.data1[2] < 3) {
item.data1[2] = 0;
} else {
item.data1[2] -= 3;
}
this->log.info("Armor/shield type: max(%02hhX + %02hhX + %02hhX - 3, 0) = %02hhX",
area_norm, type, this->pt->armor_or_shield_type_bias, item.data1[2]);
}
void ItemCreator::generate_common_armor_slots_and_bonuses(ItemData& item) {
if ((item.data1[0] != 0x01) || (item.data1[1] < 1) || (item.data1[1] > 2)) {
return;
}
if (item.data1[1] == 1) {
this->generate_common_armor_slot_count(item);
}
const auto& def = this->item_parameter_table->get_armor_or_shield(item.data1[1], item.data1[2]);
item.set_armor_or_shield_defense_bonus(def.dfp_range * this->rand_float_0_1_from_crypt());
item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt());
}
void ItemCreator::generate_common_armor_slot_count(ItemData& item) {
item.data1[5] = this->get_rand_from_weighted_tables_1d(this->pt->armor_slot_count_prob_table);
}
void ItemCreator::generate_common_tool_variances(uint32_t area_norm, ItemData& item) {
item.clear();
uint8_t tool_class = this->get_rand_from_weighted_tables_2d_vertical(this->pt->tool_class_prob_table, area_norm);
if ((!is_v1_or_v2(this->logic_version) || (this->logic_version == Version::GC_NTE)) && (tool_class == 0x1A)) {
tool_class = 0x73;
}
this->log.info("Generating tool with class %02hhX", tool_class);
// Note: This block was originally a separate function called
// generate_common_tool_type
{
// It appears that when Sega deleted Hit Material in v3, they never deleted
// it from the ItemPT entries, so sometimes ItemCreator tries to generate
// it. The original implementation just generates no item when that happens,
// so we do the same here.
try {
auto data = this->item_parameter_table->find_tool_by_id(tool_class);
item.data1[0] = 0x03;
item.data1[1] = data.first;
item.data1[2] = data.second;
} catch (const out_of_range&) {
this->log.info("Tool class is missing; skipping item generation");
return;
}
}
if (item.data1[1] == 0x02) { // Tech disk
item.data1[4] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->technique_index_prob_table, area_norm);
item.data1[2] = this->generate_tech_disk_level(item.data1[4], area_norm);
this->clear_tool_item_if_invalid(item);
}
this->set_tool_item_amount_to_1(item);
}
uint8_t ItemCreator::generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm) {
const auto& range = this->pt->technique_level_ranges.at(tech_num).at(area_norm);
if (((range.min == 0xFF) || (range.max == 0xFF)) || (range.max < range.min)) {
return 0xFF;
} else if (range.min != range.max) {
return this->rand_int((range.max - range.min) + 1) + range.min;
}
return range.min;
}
void ItemCreator::generate_common_mag_variances(ItemData& item) {
if (item.data1[0] == 0x02) {
item.data1[1] = 0x00;
item.assign_mag_stats(ItemMagStats());
// The original code (on PSO GC) assigns the mag color as 0x0E. We assign
// a random color instead.
if (is_pre_v1(this->logic_version)) {
item.data2[3] = 0x00;
} else if (is_v1_or_v2(this->logic_version)) {
item.data2[3] = random_from_optional_crypt(this->opt_rand_crypt) % 0x0E;
} else {
item.data2[3] = random_from_optional_crypt(this->opt_rand_crypt) % 0x12;
}
}
}
void ItemCreator::generate_common_weapon_variances(uint8_t area_norm, ItemData& item) {
item.clear();
item.data1[0] = 0x00;
parray<uint8_t, 0x0D> weapon_type_prob_table;
weapon_type_prob_table[0] = 0;
memmove(
weapon_type_prob_table.data() + 1,
this->pt->base_weapon_type_prob_table.data(),
0x0C);
for (size_t z = 1; z < 13; z++) {
// Technically this should be `if (... < 0)`, but whatever
if ((area_norm + this->pt->subtype_base_table.at(z - 1)) & 0x80) {
weapon_type_prob_table[z] = 0;
}
}
this->log.info("Subtype table: %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX",
weapon_type_prob_table[0], weapon_type_prob_table[1], weapon_type_prob_table[2], weapon_type_prob_table[3],
weapon_type_prob_table[4], weapon_type_prob_table[5], weapon_type_prob_table[6], weapon_type_prob_table[7],
weapon_type_prob_table[8], weapon_type_prob_table[9], weapon_type_prob_table[10], weapon_type_prob_table[11],
weapon_type_prob_table[12]);
item.data1[1] = this->get_rand_from_weighted_tables_1d(weapon_type_prob_table);
if (item.data1[1] == 0) {
this->log.info("00 chosen from subtype table; skipping item");
item.clear();
} else {
int8_t subtype_base = this->pt->subtype_base_table.at(item.data1[1] - 1);
uint8_t area_length = this->pt->subtype_area_length_table.at(item.data1[1] - 1);
this->log.info("Subtype table yielded %02hhX; subtype base is %hhd with area length %hhu", item.data1[1], subtype_base, area_length);
if (subtype_base < 0) {
item.data1[2] = (area_norm + subtype_base) / area_length;
this->log.info("Resulting subtype: (%02hhX + %02hhX) / %02hhX = %02hhX", area_norm, subtype_base, area_length, item.data1[2]);
this->generate_common_weapon_grind(item, (area_norm + subtype_base) - (item.data1[2] * area_length));
} else {
item.data1[2] = subtype_base + (area_norm / area_length);
this->log.info("Resulting subtype: %02hhX + (%02hhX / %02hhX) = %02hhX", subtype_base, area_norm, area_length, item.data1[2]);
this->generate_common_weapon_grind(item, area_norm - (area_norm / area_length) * area_length);
}
this->generate_common_weapon_bonuses(item, area_norm);
this->generate_common_weapon_special(item, area_norm);
this->set_item_unidentified_flag_if_not_challenge(item);
}
}
void ItemCreator::generate_common_weapon_grind(ItemData& item, uint8_t offset_within_subtype_range) {
if (item.data1[0] == 0) {
uint8_t offset = clamp<uint8_t>(offset_within_subtype_range, 0, 3);
item.data1[3] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->grind_prob_table, offset);
this->log.info("Generated grind %02hhX from offset within subtype range %02hhX", item.data1[3], offset_within_subtype_range);
}
}
void ItemCreator::generate_common_weapon_special(ItemData& item, uint8_t area_norm) {
if (item.data1[0] != 0) {
return;
}
if (this->item_parameter_table->is_item_rare(item)) {
this->log.info("Item is rare; skipping special generation");
return;
}
uint8_t special_mult = this->pt->special_mult.at(area_norm);
if (special_mult == 0) {
this->log.info("Special multiplier is zero for area_norm %02hhX; skipping special generation", area_norm);
return;
}
uint8_t det = this->rand_int(100);
uint8_t prob = this->pt->special_percent.at(area_norm);
if (det >= prob) {
this->log.info("Special not chosen (%02hhX > %02hhX)", det, prob);
return;
}
item.data1[4] = this->choose_weapon_special(special_mult * this->rand_float_0_1_from_crypt());
}
uint8_t ItemCreator::choose_weapon_special(uint8_t det) {
if (det >= 4) {
this->log.info("Special not chosen (det %02hhX >= 4)", det);
return 0;
}
static const uint8_t maxes[4] = {8, 10, 11, 11};
uint8_t det2 = this->rand_int(maxes[det]);
this->log.info("Choosing special with det %02hhX and det2 %02hhX", det, det2);
size_t index = 0;
for (size_t z = 1; z < this->item_parameter_table->num_specials; z++) {
if (det + 1 == this->item_parameter_table->get_special_stars(z)) {
if (index == det2) {
this->log.info("Chose special %02zX", z);
return z;
} else {
index++;
}
}
}
this->log.info("No special was eligible");
return 0;
}
void ItemCreator::generate_unit_stars_tables() {
// Note: This part of the function was originally in a different function,
// since it had another callsite. Unlike the original code, we generate these
// tables only once at construction time, so we've inlined the function here.
size_t star_base_index;
uint8_t num_units;
switch (this->logic_version) {
case Version::PC_PATCH:
case Version::BB_PATCH:
case Version::GC_EP3_NTE:
case Version::GC_EP3:
throw logic_error("ItemCreator cannot be created for Episode 3 games");
case Version::DC_NTE:
star_base_index = 0x124;
num_units = 0x43;
break;
case Version::DC_11_2000:
case Version::DC_V1:
star_base_index = 0x128;
num_units = 0x44;
break;
case Version::DC_V2:
case Version::PC_NTE:
case Version::PC_V2:
star_base_index = 0x1D1;
num_units = 0x44;
break;
case Version::GC_NTE:
star_base_index = 0x251;
num_units = 0x47;
break;
case Version::GC_V3:
case Version::XB_V3:
star_base_index = 0x2AF;
num_units = 0x48;
break;
case Version::BB_V4:
star_base_index = 0x37D;
num_units = 0x64;
break;
default:
throw logic_error("invalid game version");
}
for (auto& vec : this->unit_results_by_star_count) {
vec.clear();
}
for (uint8_t z = 0; z < num_units; z++) {
uint8_t stars = this->item_parameter_table->get_item_stars(z + star_base_index);
if (z < 0x10) {
// Units 00-0F can have modifiers; others can't
this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -2});
this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -1});
this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 1});
this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 2});
}
this->unit_results_by_star_count.at(stars).emplace_back(UnitResult{z, 0});
}
}
void ItemCreator::generate_common_unit_variances(uint8_t stars, ItemData& item) {
if (stars >= 0x0D) {
return;
}
item.clear();
const auto& results = this->unit_results_by_star_count.at(stars);
if (results.empty()) {
this->log.info("There are no available units with %hhu stars", stars);
return;
}
const auto& result = (results.size() == 1) ? results[0] : results[this->rand_int(results.size())];
item.data1[0] = 0x01;
item.data1[1] = 0x03;
item.data1[2] = result.unit;
if (result.modifier) {
const auto& def = this->item_parameter_table->get_unit(result.unit);
item.set_unit_bonus(def.modifier_amount * result.modifier);
}
this->log.info("Generated unit %02hhX with modifier %hhd, from %zu choices with %hhu stars",
result.unit, result.modifier, results.size(), stars);
}
// Returns a weighted random result, indicating the chosen position in the
// weighted table.
//
// For example, an input table of 40 40 40 40 would be equally likely to return
// 0, 1, 2, or 3. An input table of 40 40 80 would return 2 50% of the time, and
// 0 or 1 each 25% of the time.
template <typename IntT>
IntT ItemCreator::get_rand_from_weighted_tables(const IntT* tables, size_t offset, size_t num_values, size_t stride) {
uint64_t rand_max = 0;
for (size_t x = 0; x != num_values; x++) {
rand_max += tables[x * stride + offset];
}
if (rand_max == 0) {
throw runtime_error("weighted table is empty");
}
uint32_t x = this->rand_int(rand_max);
for (size_t z = 0; z < num_values; z++) {
IntT table_value = tables[z * stride + offset];
if (x < table_value) {
return z;
}
x -= table_value;
}
throw logic_error("selector was not less than rand_max");
}
template <typename IntT, size_t X>
IntT ItemCreator::get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables) {
return ItemCreator::get_rand_from_weighted_tables<IntT>(tables.data(), 0, X, 1);
}
template <typename IntT, size_t X, size_t Y>
IntT ItemCreator::get_rand_from_weighted_tables_2d_vertical(const parray<parray<IntT, X>, Y>& tables, size_t offset) {
return ItemCreator::get_rand_from_weighted_tables<IntT>(tables[0].data(), offset, Y, X);
}
vector<ItemData> ItemCreator::generate_armor_shop_contents(size_t player_level) {
vector<ItemData> shop;
this->generate_armor_shop_armors(shop, player_level);
this->generate_armor_shop_shields(shop, player_level);
this->generate_armor_shop_units(shop, player_level);
return shop;
}
size_t ItemCreator::get_table_index_for_armor_shop(
size_t player_level) {
if (player_level < 11) {
return 0;
} else if (player_level < 26) {
return 1;
} else if (player_level < 43) {
return 2;
} else if (player_level < 61) {
return 3;
} else {
return 4;
}
}
bool ItemCreator::shop_does_not_contain_duplicate_armor(
const vector<ItemData>& shop, const ItemData& item) {
for (const auto& shop_item : shop) {
if ((shop_item.data1[0] == item.data1[0]) &&
(shop_item.data1[1] == item.data1[1]) &&
(shop_item.data1[2] == item.data1[2]) &&
(shop_item.data1[5] == item.data1[5])) {
return false;
}
}
return true;
}
bool ItemCreator::shop_does_not_contain_duplicate_tech_disk(
const vector<ItemData>& shop, const ItemData& item) {
for (const auto& shop_item : shop) {
if ((shop_item.data1[0] == item.data1[0]) &&
(shop_item.data1[1] == item.data1[1]) &&
(shop_item.data1[2] == item.data1[2]) &&
(shop_item.data1[4] == item.data1[4])) {
return false;
}
}
return true;
}
bool ItemCreator::shop_does_not_contain_duplicate_or_too_many_similar_weapons(
const vector<ItemData>& shop, const ItemData& item) {
size_t similar_items = 0;
for (const auto& shop_item : shop) {
// Disallow exact matches
if (shop_item == item) {
return false;
}
if ((shop_item.data1[0] == item.data1[0]) &&
(shop_item.data1[1] == item.data1[1])) {
similar_items++;
if (similar_items >= 2) {
return false;
}
}
}
return true;
}
bool ItemCreator::shop_does_not_contain_duplicate_item_by_data1_0_1_2(
const vector<ItemData>& shop, const ItemData& item) {
for (const auto& shop_item : shop) {
if ((shop_item.data1[0] == item.data1[0]) &&
(shop_item.data1[1] == item.data1[1]) &&
(shop_item.data1[2] == item.data1[2])) {
return false;
}
}
return true;
}
void ItemCreator::generate_armor_shop_armors(vector<ItemData>& shop, size_t player_level) {
size_t num_items;
if (player_level < 11) {
num_items = 4;
} else if (player_level < 26) {
num_items = 6;
} else {
// Note: The original code has another case here that can result in 8 items,
// but that overflows BB's shop item list command, so we omit it here.
num_items = 7;
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_armor_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
pt.shuffle(this->opt_rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
ItemData item;
item.data1[0] = 1;
item.data1[1] = 1;
item.data1[2] = pt.pop();
if ((this->difficulty == 3) && (player_level > 99)) {
if (player_level > 150) {
item.data1[2] += 3;
} else if (player_level >= 100) {
item.data1[2] += 2;
}
}
this->generate_common_armor_slot_count(item);
if (this->shop_does_not_contain_duplicate_armor(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
}
}
}
void ItemCreator::generate_armor_shop_shields(vector<ItemData>& shop, size_t player_level) {
size_t num_items;
if (player_level < 11) {
num_items = 4;
} else if (player_level < 26) {
num_items = 5;
} else if (player_level < 42) {
num_items = 6;
} else {
num_items = 7;
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_shield_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
pt.shuffle(this->opt_rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
ItemData item;
item.data1[0] = 1;
item.data1[1] = 2;
item.data1[2] = pt.pop();
if ((this->difficulty == 3) && (player_level > 99)) {
if (player_level > 150) {
item.data1[2] += 3;
} else if (player_level >= 100) {
item.data1[2] += 2;
}
}
if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
}
}
}
void ItemCreator::generate_armor_shop_units(vector<ItemData>& shop, size_t player_level) {
size_t num_items;
if (player_level < 11) {
return; // num_items = 0
} else if (player_level < 26) {
num_items = 3;
} else if (player_level < 43) {
num_items = 5;
} else {
num_items = 6;
}
size_t table_index = this->get_table_index_for_armor_shop(player_level);
ProbabilityTable<uint8_t, 100> pt;
auto src_table = this->armor_random_set->get_unit_table(table_index);
for (size_t z = 0; z < src_table.second; z++) {
for (size_t y = 0; y < src_table.first[z].weight; y++) {
pt.push(src_table.first[z].value);
}
}
pt.shuffle(this->opt_rand_crypt);
for (size_t items_generated = 0; items_generated < num_items;) {
ItemData item;
item.data1[0] = 1;
item.data1[1] = 3;
item.data1[2] = pt.pop();
if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
}
}
}
vector<ItemData> ItemCreator::generate_tool_shop_contents(size_t player_level) {
vector<ItemData> shop;
this->generate_common_tool_shop_recovery_items(shop, player_level);
this->generate_rare_tool_shop_recovery_items(shop, player_level);
this->generate_tool_shop_tech_disks(shop, player_level);
sort(shop.begin(), shop.end(), ItemData::compare_for_sort);
return shop;
}
size_t ItemCreator::get_table_index_for_tool_shop(size_t player_level) {
if (player_level < 11) {
return 0;
} else if (player_level < 26) {
return 1;
} else if (player_level < 43) {
return 2;
} else if (player_level < 61) {
return 3;
} else {
return 4;
}
}
static const vector<pair<uint8_t, uint8_t>> tool_item_defs({
{0x00, 0x00},
{0x00, 0x01},
{0x00, 0x02},
{0x01, 0x00},
{0x01, 0x01},
{0x01, 0x02},
{0x06, 0x00},
{0x06, 0x01},
{0x03, 0x00},
{0x04, 0x00},
{0x05, 0x00},
{0x07, 0x00},
{0x08, 0x00},
{0x09, 0x00},
{0x0A, 0x00},
{0xFF, 0xFF},
});
void ItemCreator::generate_common_tool_shop_recovery_items(
vector<ItemData>& shop, size_t player_level) {
size_t table_index;
if (player_level < 11) {
table_index = 0;
} else if (player_level < 26) {
table_index = 1;
} else if (player_level < 45) {
table_index = 2;
} else if (player_level < 61) {
table_index = 3;
} else if (player_level < 100) {
table_index = 4;
} else {
table_index = 5;
}
auto table = this->tool_random_set->get_common_recovery_table(table_index);
for (size_t z = 0; z < table.second; z++) {
uint8_t type = table.first[z];
if (type == 0x0F) {
continue;
}
auto& item = shop.emplace_back();
item.data1[0] = 3;
item.data1[1] = tool_item_defs[type].first;
item.data1[2] = tool_item_defs[type].second;
}
}
void ItemCreator::generate_rare_tool_shop_recovery_items(
vector<ItemData>& shop, size_t player_level) {
if (player_level < 11) {
return;
}
static constexpr size_t num_items = 2;
ProbabilityTable<uint8_t, 100> pt;
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_rare_recovery_table(table_index);
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
pt.shuffle(this->opt_rand_crypt);
size_t effective_num_items = num_items;
size_t items_generated = 0;
while (items_generated < effective_num_items) {
uint8_t type = pt.pop();
if (type == 0x0F) {
if (effective_num_items == num_items) {
effective_num_items--;
}
} else {
ItemData item;
item.data1[0] = 3;
item.data1[1] = tool_item_defs[type].first;
item.data1[2] = tool_item_defs[type].second;
if (this->shop_does_not_contain_duplicate_item_by_data1_0_1_2(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
}
}
}
}
void ItemCreator::generate_tool_shop_tech_disks(vector<ItemData>& shop, size_t player_level) {
size_t num_items;
if (player_level < 11) {
num_items = 4;
} else if (player_level < 43) {
num_items = 5;
} else {
num_items = 7;
}
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_tech_disk_table(table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
pt.shuffle(this->opt_rand_crypt);
static const array<uint8_t, 0x13> tech_num_map = {
0x00, 0x03, 0x06, 0x0F, 0x10, 0x0D, 0x0A, 0x0B, 0x0C, 0x01, 0x04, 0x07,
0x0E, 0x11, 0x02, 0x05, 0x08, 0x09, 0x12};
size_t items_generated = 0;
while (items_generated < num_items) {
uint8_t tech_num_index = pt.pop();
ItemData item;
item.data1[0] = 3;
item.data1[1] = 2;
item.data1[4] = tech_num_map.at(tech_num_index);
this->choose_tech_disk_level_for_tool_shop(item, player_level, tech_num_index);
if (this->shop_does_not_contain_duplicate_tech_disk(shop, item)) {
shop.emplace_back(std::move(item));
items_generated++;
}
}
}
void ItemCreator::choose_tech_disk_level_for_tool_shop(
ItemData& item, size_t player_level, uint8_t tech_num_index) {
size_t table_index = this->get_table_index_for_tool_shop(player_level);
auto table = this->tool_random_set->get_tech_disk_level_table(table_index);
if (tech_num_index >= table.second) {
throw runtime_error("technique number out of range");
}
const auto& e = table.first[tech_num_index];
switch (e.mode) {
case ToolRandomSet::TechDiskLevelEntry::Mode::LEVEL_1:
item.data1[2] = 0;
break;
case ToolRandomSet::TechDiskLevelEntry::Mode::PLAYER_LEVEL_DIVISOR:
item.data1[2] = clamp<ssize_t>(
(min<size_t>(player_level, 99) / e.player_level_divisor_or_min_level) - 1, 0, 14);
break;
case ToolRandomSet::TechDiskLevelEntry::Mode::RANDOM_IN_RANGE: {
// Note: This logic does not give a uniform distribution - if the minimum
// level is not zero (level 1), then the minimum level is more likely than
// all the other levels. This behavior matches the client's logic, though
// it's unclear if this nonuniformity was intentional.
int16_t min_level = max<int16_t>(e.player_level_divisor_or_min_level - 1, 0);
item.data1[2] = clamp<int16_t>(this->rand_int(e.max_level), min_level, 14);
break;
}
default:
throw logic_error("invalid tech disk level mode");
}
}
vector<ItemData> ItemCreator::generate_weapon_shop_contents(size_t player_level) {
size_t num_items;
if (player_level < 11) {
num_items = 10;
} else if (player_level < 43) {
num_items = 12;
} else {
num_items = 16;
}
size_t table_index;
if (this->difficulty == 3) {
if (player_level < 11) {
table_index = 0;
} else if (player_level < 26) {
table_index = 1;
} else if (player_level < 43) {
table_index = 2;
} else if (player_level < 61) {
table_index = 3;
} else if (player_level < 100) {
table_index = 4;
} else if (player_level < 151) {
table_index = 5;
} else {
table_index = 6;
}
} else {
if (player_level < 11) {
table_index = 0;
} else if (player_level < 26) {
table_index = 1;
} else if (player_level < 43) {
table_index = 2;
} else if (player_level < 61) {
table_index = 3;
} else {
table_index = 4;
}
}
ProbabilityTable<uint8_t, 100> pt;
auto table = this->weapon_random_set->get_weapon_type_table(table_index);
for (size_t z = 0; z < table.second; z++) {
const auto& e = table.first[z];
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
pt.shuffle(this->opt_rand_crypt);
vector<ItemData> shop;
while (shop.size() < num_items) {
ItemData item;
uint8_t which = pt.pop();
if (which == 0x39) {
static const vector<pair<uint8_t, uint8_t>> defs({
{0x28, 0x00},
{0x2A, 0x00},
{0x2B, 0x00},
{0x35, 0x00},
{0x52, 0x00},
{0x48, 0x00},
{0x64, 0x00},
{0x59, 0x00},
{0x8A, 0x00},
{0x99, 0x00},
});
const auto& def = defs.at(this->section_id);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
} else if (which == 0x3A) {
static const vector<pair<uint8_t, uint8_t>> defs({
{0x99, 0x00},
{0x64, 0x00},
{0x8A, 0x00},
{0x28, 0x00},
{0x59, 0x00},
{0x2B, 0x00},
{0x52, 0x00},
{0x2A, 0x00},
{0x48, 0x00},
{0x35, 0x00},
});
const auto& def = defs.at(this->section_id);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
} else {
static const vector<pair<uint8_t, uint8_t>> defs({
/* 00 */ {0x01, 0x00},
/* 01 */ {0x01, 0x01},
/* 02 */ {0x01, 0x02},
/* 03 */ {0x01, 0x03},
/* 04 */ {0x01, 0x04},
/* 05 */ {0x03, 0x00},
/* 06 */ {0x03, 0x01},
/* 07 */ {0x03, 0x02},
/* 08 */ {0x03, 0x03},
/* 09 */ {0x03, 0x04},
/* 0A */ {0x02, 0x00},
/* 0B */ {0x02, 0x01},
/* 0C */ {0x02, 0x02},
/* 0D */ {0x02, 0x03},
/* 0E */ {0x02, 0x04},
/* 0F */ {0x05, 0x00},
/* 10 */ {0x05, 0x01},
/* 11 */ {0x05, 0x02},
/* 12 */ {0x05, 0x03},
/* 13 */ {0x05, 0x04},
/* 14 */ {0x04, 0x00},
/* 15 */ {0x04, 0x01},
/* 16 */ {0x04, 0x02},
/* 17 */ {0x04, 0x03},
/* 18 */ {0x04, 0x04},
/* 19 */ {0x06, 0x00},
/* 1A */ {0x06, 0x01},
/* 1B */ {0x06, 0x02},
/* 1C */ {0x06, 0x03},
/* 1D */ {0x06, 0x04},
/* 1E */ {0x07, 0x00},
/* 1F */ {0x07, 0x01},
/* 20 */ {0x07, 0x02},
/* 21 */ {0x07, 0x03},
/* 22 */ {0x07, 0x04},
/* 23 */ {0x08, 0x00},
/* 24 */ {0x08, 0x01},
/* 25 */ {0x08, 0x02},
/* 26 */ {0x08, 0x03},
/* 27 */ {0x08, 0x04},
/* 28 */ {0x09, 0x00},
/* 29 */ {0x09, 0x01},
/* 2A */ {0x09, 0x02},
/* 2B */ {0x09, 0x03},
/* 2C */ {0x09, 0x04},
/* 2D */ {0x0A, 0x00},
/* 2E */ {0x0A, 0x01},
/* 2F */ {0x0A, 0x02},
/* 30 */ {0x0A, 0x03},
/* 31 */ {0x0B, 0x00},
/* 32 */ {0x0B, 0x01},
/* 33 */ {0x0B, 0x02},
/* 34 */ {0x0B, 0x03},
/* 35 */ {0x0C, 0x00},
/* 36 */ {0x0C, 0x01},
/* 37 */ {0x0C, 0x02},
/* 38 */ {0x0C, 0x03},
/* 39 */ {0xFF, 0xFF}, // Special-cased above
/* 3A */ {0xFF, 0xFF}, // Special-cased above
/* 3B */ {0x01, 0x05},
/* 3C */ {0x02, 0x05},
/* 3D */ {0x06, 0x05},
/* 3E */ {0x08, 0x05},
/* 3F */ {0x0A, 0x04},
/* 40 */ {0x0C, 0x04},
/* 41 */ {0x0B, 0x04},
/* 42 */ {0x01, 0x06},
/* 43 */ {0x03, 0x05},
/* 44 */ {0x07, 0x05},
/* 45 */ {0x0A, 0x05},
/* 46 */ {0x0C, 0x05},
/* 47 */ {0x0B, 0x05},
});
const auto& def = defs.at(which);
item.data1[0] = 0;
item.data1[1] = def.first;
item.data1[2] = def.second;
}
this->generate_weapon_shop_item_grind(item, player_level);
this->generate_weapon_shop_item_special(item, player_level);
this->generate_weapon_shop_item_bonus1(item, player_level);
this->generate_weapon_shop_item_bonus2(item, player_level);
item.data1[10] = 0;
item.data1[11] = 0;
if (this->shop_does_not_contain_duplicate_or_too_many_similar_weapons(shop, item)) {
shop.emplace_back(std::move(item));
}
}
sort(shop.begin(), shop.end(), ItemData::compare_for_sort);
return shop;
}
void ItemCreator::generate_weapon_shop_item_grind(ItemData& item, size_t player_level) {
size_t table_index;
if (player_level < 4) {
table_index = 0;
} else if (player_level < 11) {
table_index = 1;
} else if (player_level < 26) {
table_index = 2;
} else if (player_level < 41) {
table_index = 3;
} else if (player_level < 56) {
table_index = 4;
} else {
table_index = 5;
}
uint8_t favored_weapon = favored_weapon_by_section_id.at(this->section_id);
bool is_favored = (favored_weapon != 0xFF) && (item.data1[1] == favored_weapon);
const auto* range = is_favored
? this->weapon_random_set->get_favored_grind_range(table_index)
: this->weapon_random_set->get_standard_grind_range(table_index);
const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]);
item.data1[3] = clamp<uint8_t>(this->rand_int(range->max + 1), range->min, weapon_def.max_grind);
}
void ItemCreator::generate_weapon_shop_item_special(ItemData& item, size_t player_level) {
ProbabilityTable<uint8_t, 100> pt;
size_t table_index;
if (player_level < 11) {
table_index = 0;
} else if (player_level < 18) {
table_index = 1;
} else if (player_level < 26) {
table_index = 2;
} else if (player_level < 36) {
table_index = 3;
} else if (player_level < 46) {
table_index = 4;
} else if (player_level < 61) {
table_index = 5;
} else if (player_level < 76) {
table_index = 6;
} else {
table_index = 7;
}
const auto* table = this->weapon_random_set->get_special_mode_table(table_index);
for (size_t z = 0; z < table->size(); z++) {
const auto& e = table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
// Note: The original code shuffles pt and then pops a single value from it.
// For simplicity, we just sample a single value (and don't pop it) instead.
switch (pt.sample(this->opt_rand_crypt)) {
case 0:
item.data1[4] = 0;
break;
case 1:
item.data1[4] = this->choose_weapon_special(0);
break;
case 2:
item.data1[4] = this->choose_weapon_special(1);
break;
default:
throw runtime_error("invalid special mode");
}
}
static const array<int8_t, 20> bonus_values = {
-50, -45, -40, -35, -30, -25, -20, -15, -10, -5, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50};
void ItemCreator::generate_weapon_shop_item_bonus1(
ItemData& item, size_t player_level) {
size_t table_index;
if (player_level < 4) {
table_index = 0;
} else if (player_level < 11) {
table_index = 1;
} else if (player_level < 18) {
table_index = 2;
} else if (player_level < 26) {
table_index = 3;
} else if (player_level < 36) {
table_index = 4;
} else if (player_level < 46) {
table_index = 5;
} else if (player_level < 61) {
table_index = 6;
} else if (player_level < 76) {
table_index = 7;
} else {
table_index = 8;
}
const auto* type_table = this->weapon_random_set->get_bonus_type_table(0, table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < type_table->size(); z++) {
const auto& e = type_table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
// Note: The original code shuffles pt and then pops a single value from it.
// For simplicity, we just sample a single value (and don't pop it) instead.
item.data1[6] = pt.sample(this->opt_rand_crypt);
if (item.data1[6] == 0) {
item.data1[7] = 0;
} else {
const auto* range = this->weapon_random_set->get_bonus_range(0, table_index);
item.data1[7] = bonus_values.at(max<size_t>(
this->rand_int(range->max + 1), range->min));
}
}
void ItemCreator::generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level) {
size_t table_index;
if (player_level < 6) {
table_index = 0;
} else if (player_level < 11) {
table_index = 1;
} else if (player_level < 18) {
table_index = 2;
} else if (player_level < 26) {
table_index = 3;
} else if (player_level < 36) {
table_index = 4;
} else if (player_level < 46) {
table_index = 5;
} else if (player_level < 61) {
table_index = 6;
} else if (player_level < 76) {
table_index = 7;
} else {
table_index = 8;
}
const auto* type_table = this->weapon_random_set->get_bonus_type_table(1, table_index);
ProbabilityTable<uint8_t, 100> pt;
for (size_t z = 0; z < type_table->size(); z++) {
const auto& e = type_table->at(z);
for (size_t y = 0; y < e.weight; y++) {
pt.push(e.value);
}
}
pt.shuffle(this->opt_rand_crypt);
do {
item.data1[8] = pt.pop();
} while ((item.data1[8] != 0) && (item.data1[8] == item.data1[6]));
if (item.data1[8] == 0) {
item.data1[9] = 0;
} else {
const auto* range = this->weapon_random_set->get_bonus_range(1, table_index);
item.data1[9] = bonus_values.at(max<size_t>(
this->rand_int(range->max + 1), range->min));
}
}
ItemCreator::DropResult ItemCreator::on_specialized_box_item_drop(
uint8_t area, float param3, uint32_t param4, uint32_t param5, uint32_t param6) {
DropResult res;
res.item = this->base_item_for_specialized_box(param4, param5, param6);
if (param3 == 0.0f) {
uint16_t type = res.item.data1w[0];
res.item.clear();
res.item.data1w[0] = type;
this->generate_common_item_variances(this->normalize_area_number(area), res.item);
}
return res;
}
ItemData ItemCreator::base_item_for_specialized_box(uint32_t param4, uint32_t param5, uint32_t param6) const {
ItemData item;
item.data1[0] = (param4 >> 0x18) & 0x0F;
item.data1[1] = (param4 >> 0x10) + ((item.data1[0] == 0x00) || (item.data1[0] == 0x01));
item.data1[2] = param4 >> 8;
switch (item.data1[0]) {
case 0x00:
item.data1[3] = (param5 >> 0x18) & 0xFF;
item.data1[4] = param4 & 0xFF;
item.data1[6] = (param5 >> 8) & 0xFF;
item.data1[7] = param5 & 0xFF;
item.data1[8] = (param6 >> 0x18) & 0xFF;
item.data1[9] = (param6 >> 0x10) & 0xFF;
item.data1[10] = (param6 >> 8) & 0xFF;
item.data1[11] = param6 & 0xFF;
break;
case 0x01:
item.data1[3] = (param5 >> 0x18) & 0xFF;
item.data1[4] = (param5 >> 0x10) & 0xFF;
item.data1[5] = param4 & 0xFF;
break;
case 0x02:
item.assign_mag_stats(ItemMagStats());
break;
case 0x03:
if (item.data1[1] == 0x02) {
item.data1[4] = param4 & 0xFF;
}
item.set_tool_item_amount(*this->stack_limits, 1);
break;
case 0x04:
item.data2d = ((param5 >> 0x10) & 0xFFFF) * 10;
break;
default:
throw runtime_error("invalid item class");
}
return item;
}
ssize_t ItemCreator::apply_tekker_deltas(ItemData& item, uint8_t section_id) {
if (item.data1[0] != 0) {
throw runtime_error("tekker deltas can only be applied to weapons");
}
static const array<int8_t, 11> delta_table = {-10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10};
bool favored = item.data1[1] == favored_weapon_by_section_id[section_id];
ssize_t luck = 0;
this->log.info("Applying tekker deltas for %s weapon", favored ? "favored" : "non-favored");
// Adjust the weapon's special
{
const auto& prob_table = this->tekker_adjustment_set->get_special_upgrade_prob_table(section_id, favored);
uint8_t delta_index = prob_table.sample(this->opt_rand_crypt);
int8_t delta = delta_table.at(delta_index);
this->log.info("(Special) Delta index %hhu, delta %hhd", delta_index, delta);
// Note: The original code checks specifically for -1 and +1 here, but the
// data files only include delta_indexes 4, 5, and 6 (which correspond to -1,
// 0, and 1) anyway, so we just check for positive and negative numbers
// instead. When using the original JudgeItem.rel file, the behavior should
// be the same, but this feels more correct.
try {
uint8_t new_special;
if (delta < 0) {
new_special = item.data1[4] - 1;
} else if (delta > 0) {
new_special = item.data1[4] + 1;
} else {
new_special = item.data1[4];
}
if (new_special != item.data1[4]) {
if (this->item_parameter_table->get_special(item.data1[4]).type ==
this->item_parameter_table->get_special(new_special).type) {
item.data1[4] = new_special;
} else {
this->log.info("(Special) Delta canceled because it would change special category");
}
}
} catch (const out_of_range&) {
// Invalid special number passed to get_special; just ignore it
}
luck += this->tekker_adjustment_set->get_luck_for_special_upgrade(delta_index);
this->log.info("(Special) Luck is now %zd", luck);
}
// Adjust the weapon's grind if it's not rare
if (!this->item_parameter_table->is_item_rare(item)) {
const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]);
const auto& prob_table = this->tekker_adjustment_set->get_grind_delta_prob_table(section_id, favored);
uint8_t delta_index = prob_table.sample(this->opt_rand_crypt);
int8_t delta = delta_table.at(delta_index);
this->log.info("(Grind) Delta index %hhu, delta %hhd", delta_index, delta);
int16_t new_grind = static_cast<int16_t>(item.data1[3]) + static_cast<int16_t>(delta);
item.data1[3] = clamp<int16_t>(new_grind, 0, weapon_def.max_grind);
luck += this->tekker_adjustment_set->get_luck_for_grind_delta(delta_index);
this->log.info("(Grind) Luck is now %zd", luck);
} else {
this->log.info("(Grind) Item is rare; skipping grind adjustment");
}
// Adjust the weapon's bonuses
{
const auto& prob_table = this->tekker_adjustment_set->get_bonus_delta_prob_table(section_id, favored);
// Note: The original code really does use the same delta for all three
// bonuses.
uint8_t delta_index = prob_table.sample(this->opt_rand_crypt);
int8_t delta = delta_table.at(delta_index);
this->log.info("(Bonuses) Delta index %hhu, delta %hhd", delta_index, delta);
// Note: The original code doesn't check if there's actually a bonus in each
// slot before incrementing the values. Presumably there's a check later
// that will clear any invalid bonuses, but we don't have such a check, so
// we need to check here if each bonus is actually present.
for (size_t z = 6; z <= 10; z += 2) {
if (item.data1[z] >= 1 && item.data1[z] <= 5) {
item.data1[z + 1] = min<int8_t>(item.data1[z + 1] + delta, 100);
}
}
luck += this->tekker_adjustment_set->get_luck_for_bonus_delta(delta_index);
this->log.info("(Bonuses) Luck is now %zd", luck);
}
return luck;
}