Files
psopeeps-newserv/src/CommonItemSet.hh
T
2023-03-07 23:19:30 -08:00

360 lines
16 KiB
C++

#pragma once
#include <phosg/Encoding.hh>
#include "GSLArchive.hh"
#include "StaticGameData.hh"
#include "Text.hh"
class CommonItemSet {
public:
template <typename IntT>
struct Range {
IntT min;
IntT max;
} __attribute__((packed));
// The Table structure below describes the format of a single ItemPT entry
// (which corresponds to a single difficulty, episode, section ID, and
// challenge flag). ItemPT entries (within ItemPT.gsl) are named like this:
// string_printf("ItemPT%s%s%c%1d.rel",
// (is_challenge ? "c" : ""),
// (is_ep2 ? "l" : ""),
// char_for_difficulty(difficulty), // One of "nhvu"
// section_id);
// For GC, use be_uint16_t/be_uint32_t; for other platforms use le variants
template <typename U16T, typename U32T>
struct Table {
// This data structure uses index probability tables in multiple places. An
// index probability table is a table where each entry holds the probability
// that that entry's index is used. For example, if the armor slot count
// probability table contains [77, 17, 5, 1, 0], this means there is a 77%
// chance of no slots, 17% chance of 1 slot, 5% chance of 2 slots, 1% chance
// of 3 slots, and no chance of 4 slots. The values in index probability
// tables do not have to add up to 100; the game sums all of them and
// chooses a random number less than that maximum.
// The area (floor) number is used in many places as well. Unlike the normal
// area numbers, which start with Pioneer 2, the area numbers in this
// structure start with Forest 1, and boss areas are treated as the first
// area of the next section (so De Rol Le has Mines 1 drops, for example).
// Final boss areas are treated as the last non-boss area (so Dark Falz
// boxes are like Ruins 3 boxes). We refer to these adjusted area numbers as
// (area - 1).
// This index probability table determines the types of non-rare weapons.
// The indexes in this table correspond to the non-rare weapon types 01
// through 0C (Saber through Wand).
/* 0000 */ parray<uint8_t, 0x0C> base_weapon_type_prob_table;
// This table specifies the base subtype for each weapon type. Negative
// values here mean that the weapon cannot be found in the first N areas (so
// -2, for example, means that the weapon never appears in Forest 1 or 2 at
// all). Nonnegative values here mean the subtype can be found in all areas,
// and specify the base subtype (usually in the range [0, 4]). The subtype
// of weapon that actually appears depends on this value and a value from
// the following table.
/* 000C */ parray<int8_t, 0x0C> subtype_base_table;
// This table specifies how many areas each weapon subtype appears in. For
// example, if Sword (subtype 02, which is index 1 in this table and the
// table above) has a subtype base of -2 and a subtype area lneght of 4,
// then Sword items can be found when area - 1 is 2, 3, 4, or 5 (Cave 1
// through Mine 1), and Gigush (the next sword subtype) can be found in Mine
// 1 through Ruins 3.
/* 0018 */ parray<uint8_t, 0x0C> subtype_area_length_table;
// This index probability table specifies how likely each possible grind
// value is. The table is indexed as [grind][subtype_area_index], where the
// subtype area index is how many areas the player is beyond the first area
// in which the subtype can first be found (clamped to [0, 3]). To continue
// the example above, in Cave 3, subtype_area_index would be 2, since Swords
// can first be found two areas earlier in Cave 1.
// For example, this table could look like this:
// [64 1E 19 14] // Chance of getting a grind +0
// [00 1E 17 0F] // Chance of getting a grind +1
// [00 14 14 0E] // Chance of getting a grind +2
// ...
// C1 C2 C3 M1 // (Episode 1 area values from the example for reference)
/* 0024 */ parray<parray<uint8_t, 4>, 9> grind_prob_tables;
// This array specifies the chance that a rare weapon will have each
// possible bonus value. This is indexed as [(bonus_value - 10 / 5)][spec],
// so the first row refers the probability of getting a -10% bonus, the next
// row is the chance of getting -5%, etc., all the way up to +100%. For
// non-rare items, spec is determined randomly based on the following field;
// for rare items, spec is always 5.
/* 0048 */ parray<parray<U16T, 6>, 0x17> bonus_value_prob_tables;
// This array specifies the value of spec to be used in the above lookup for
// non-rare items. This is NOT an index probability table; this is a direct
// lookup with indexes [bonus_index][area - 1]. A value of 0xFF in any byte
// of this array prevents any weapon from having a bonus in that slot.
// For example, the array might look like this:
// [00 00 00 01 01 01 01 02 02 02]
// [FF FF FF 00 00 00 01 01 01 01]
// [FF FF FF FF FF FF FF FF FF 00]
// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
// In this example, spec is 0, 1, or 2 in all cases where a weapon can have
// a bonus. In Forest 1 and 2 and Cave 1, weapons may have at most one
// bonus; in all other areas except Ruins 3, they can have at most two
// bonuses, and in Ruins 3, they can have up to three bonuses.
/* 015C */ parray<parray<uint8_t, 10>, 3> nonrare_bonus_prob_spec;
// This array specifies the chance that a weapon will have each bonus type.
// The table is indexed as [bonus_type][area - 1] for non-rare items; for
// rare items, a random value in the range [0, 9] is used instead of
// (area - 1).
// For example, the table might look like this:
// [46 46 3F 3E 3E 3D 3C 3C 3A 3A] // Chance of getting no bonus
// [14 14 0A 0A 09 02 02 04 05 05] // Chance of getting Native bonus
// [0A 0A 12 11 11 09 09 08 08 08] // Chance of getting A.Beast bonus
// [00 00 09 0A 0B 13 12 08 09 09] // Chance of getting Machine bonus
// [00 00 00 01 01 08 0A 13 13 13] // Chance of getting Dark bonus
// [00 00 00 00 00 01 01 01 01 01] // Chance of getting Hit bonus
// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
/* 017A */ parray<parray<uint8_t, 10>, 6> bonus_type_prob_tables;
// This array (indexed by area - 1) specifies a multiplier of used in
// special ability determination. It seems this uses the star values from
// ItemPMT, but not yet clear exactly in what way.
// TODO: Figure out exactly what this does. Anchor: 80106FEC
/* 01B6 */ parray<uint8_t, 0x0A> special_mult;
// This array (indexed by area - 1) specifies the probability that any
// non-rare weapon will have a special ability.
/* 01C0 */ parray<uint8_t, 0x0A> special_percent;
// TODO: Figure out exactly how this table is used. Anchor: 80106D34
/* 01CA */ parray<uint8_t, 0x05> armor_shield_type_index_prob_table;
// This index probability table specifies how common each possible slot
// count is for armor drops.
/* 01CF */ parray<uint8_t, 0x05> armor_slot_count_prob_table;
// These values specify maximum indexes into another array which is
// generated at runtime. The values here are multiplied by a random float in
// the range [0, n] to look up the value in the secondary array, which is
// what ends up determining the unit type.
// TODO: Figure out and document the exact logic here. Anchor: 80106364
/* 01D4 */ parray<uint8_t, 0x0A> unit_maxes;
// This index probability table is indexed by [tool_class][area - 1]. The
// tool class refers to an entry in ItemPMT, which links it to the actual
// item code.
/* 01DE */ parray<parray<U16T, 0x0A>, 0x1C> tool_class_prob_table;
// This index probability table determines how likely each technique is to
// appear. The table is indexed as [technique_num][area - 1].
/* 040E */ parray<parray<uint8_t, 0x0A>, 0x13> technique_index_prob_table;
// This table specifies the ranges for technique disk levels. The table is
// indexed as [technique_num][area - 1]. If either min or max in the range
// is 0xFF, or if max < min, technique disks are not dropped for that
// technique and area pair.
/* 04CC */ parray<parray<Range<uint8_t>, 0x0A>, 0x13> technique_level_ranges;
// Each byte in this table (indexed by enemy_type) represents the percent
// chance that the enemy drops anything at all. (This check is done after
// the rare drop check, so it only applies to non-rare items.)
/* 0648 */ parray<uint8_t, 0x64> enemy_type_drop_probs;
// This array (indexed by enemy_id) specifies the range of meseta values
// that each enemy can drop.
/* 06AC */ parray<Range<U16T>, 0x64> enemy_meseta_ranges;
// Each byte in this table (indexed by enemy_type) represents the class of
// item that the enemy can drop. The values are:
// 00 = weapon
// 01 = armor
// 02 = shield
// 03 = unit
// 04 = tool
// 05 = meseta
// Anything else = no item
/* 083C */ parray<uint8_t, 0x64> enemy_item_classes;
// This table (indexed by area - 1) specifies the ranges of meseta values
// that can drop from boxes.
/* 08A0 */ parray<Range<U16T>, 0x0A> box_meseta_ranges;
// This index probability table determines which type of items drop from
// boxes. The table is indexed as [item_class][area - 1], with item_class as
// the result value (that is, in the example below, the game looks at a
// single column and sums the values going down, then the chosen item class
// is one of the row indexes based on the weight values in the column.) The
// resulting item_class value has the same meaning as in enemy_item_classes
// above.
// For example, this array might look like the following:
// [07 07 08 08 06 07 08 09 09 0A] // Chances per area of a weapon drop
// [02 02 02 02 03 02 02 02 03 03] // Chances per area of an armor drop
// [02 02 02 02 03 02 02 02 03 03] // Chances per area of a shield drop
// [00 00 03 03 03 04 03 04 05 05] // Chances per area of a unit drop
// [11 11 12 12 12 12 12 12 12 12] // Chances per area of a tool drop
// [32 32 32 32 32 32 32 32 32 32] // Chances per area of a meseta drop
// [16 16 11 11 11 11 11 0F 0C 0B] // Chances per area of an empty box
// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
/* 08C8 */ parray<parray<uint8_t, 10>, 7> box_item_class_prob_tables;
/* 090E */ parray<uint8_t, 2> unused1;
/* 0910 */ U32T base_weapon_type_prob_table_offset;
/* 0914 */ U32T subtype_base_table_offset;
/* 0918 */ U32T subtype_area_length_table_offset;
/* 091C */ U32T grind_prob_tables_offset;
/* 0920 */ U32T armor_shield_type_index_prob_table_offset;
/* 0924 */ U32T armor_slot_count_prob_table_offset;
/* 0928 */ U32T enemy_meseta_ranges_offset;
/* 092C */ U32T enemy_type_drop_probs_offset;
/* 0930 */ U32T enemy_item_classes_offset;
/* 0934 */ U32T box_meseta_ranges_offset;
/* 0938 */ U32T bonus_value_prob_tables_offset;
/* 093C */ U32T nonrare_bonus_prob_spec_offset;
/* 0940 */ U32T bonus_type_prob_tables_offset;
/* 0944 */ U32T special_mult_offset;
/* 0948 */ U32T special_percent_offset;
/* 094C */ U32T tool_class_prob_table_offset;
/* 0950 */ U32T technique_index_prob_table_offset;
/* 0954 */ U32T technique_level_ranges_offset;
/* 0958 */ uint8_t armor_or_shield_type_bias;
/* 0959 */ parray<uint8_t, 3> unused2;
/* 095C */ U32T unit_maxes_offset;
/* 0960 */ U32T box_item_class_prob_tables_offset;
/* 0964 */ U32T unused_offset2;
/* 0968 */ U32T unused_offset3;
/* 096C */ U32T unused_offset4;
/* 0970 */ U32T unused_offset5;
/* 0974 */ U32T unused_offset6;
/* 0978 */ U32T unused_offset7;
/* 097C */ U32T unused_offset8;
/* 0980 */ U16T unknown_f1[0x20];
/* 09C0 */ U32T unknown_f1_offset;
/* 09C4 */ U32T unknown_f2[3];
/* 09D0 */ U32T offset_table_offset;
/* 09D4 */ U32T unknown_f3[3];
/* 09E0 (end of structure) */
void print(FILE* stream) const;
} __attribute__((packed));
CommonItemSet(std::shared_ptr<const std::string> data);
using BETable = Table<be_uint16_t, be_uint32_t>;
using LETable = Table<le_uint16_t, le_uint32_t>;
const BETable& get_table(
Episode episode, GameMode mode, uint8_t difficulty, uint8_t secid) const;
private:
GSLArchive gsl;
};
class RELFileSet {
public:
template <typename ValueT, typename WeightT = ValueT>
struct WeightTableEntry {
ValueT value;
WeightT weight;
} __attribute__((packed));
using WeightTableEntry8 = WeightTableEntry<uint8_t>;
using WeightTableEntry32 = WeightTableEntry<be_uint32_t>;
protected:
std::shared_ptr<const string> data;
StringReader r;
struct TableSpec {
be_uint32_t offset;
uint8_t entries_per_table;
parray<uint8_t, 3> unused;
} __attribute__((packed));
RELFileSet(std::shared_ptr<const std::string> data);
template <typename T>
std::pair<const T*, size_t> get_table(
const TableSpec& spec, size_t index) const {
const T* entries = &r.pget<T>(
spec.offset + index * spec.entries_per_table * sizeof(T),
spec.entries_per_table * sizeof(T));
return make_pair(entries, spec.entries_per_table);
}
};
class ArmorRandomSet : public RELFileSet {
public:
// This class parses and accesses data from ArmorRandom.rel
ArmorRandomSet(std::shared_ptr<const std::string> data);
std::pair<const WeightTableEntry8*, size_t> get_armor_table(size_t index) const;
std::pair<const WeightTableEntry8*, size_t> get_shield_table(size_t index) const;
std::pair<const WeightTableEntry8*, size_t> get_unit_table(size_t index) const;
private:
const parray<TableSpec, 3>* tables;
};
class ToolRandomSet : public RELFileSet {
public:
// This class parses and accesses data from ToolRandom.rel
ToolRandomSet(std::shared_ptr<const std::string> data);
struct TechDiskLevelEntry {
enum class Mode : uint8_t {
LEVEL_1 = 0,
PLAYER_LEVEL_DIVISOR = 1,
RANDOM_IN_RANGE = 2,
};
Mode mode;
uint8_t player_level_divisor_or_min_level;
uint8_t max_level;
} __attribute__((packed));
std::pair<const uint8_t*, size_t> get_common_recovery_table(size_t index) const;
std::pair<const WeightTableEntry8*, size_t> get_rare_recovery_table(size_t index) const;
std::pair<const WeightTableEntry8*, size_t> get_tech_disk_table(size_t index) const;
std::pair<const TechDiskLevelEntry*, size_t> get_tech_disk_level_table(size_t index) const;
private:
const TableSpec* common_recovery_table_spec;
const TableSpec* rare_recovery_table_spec;
const TableSpec* tech_disk_table_spec;
const TableSpec* tech_disk_level_table_spec;
};
class WeaponRandomSet : public RELFileSet {
public:
// This class parses and accesses data from WeaponRandom*.rel
WeaponRandomSet(std::shared_ptr<const std::string> data);
struct RangeTableEntry {
be_uint32_t min;
be_uint32_t max;
} __attribute__((packed));
std::pair<const WeightTableEntry8*, size_t> get_weapon_type_table(size_t index) const;
const parray<WeightTableEntry32, 6>* get_bonus_type_table(size_t which, size_t index) const;
const RangeTableEntry* get_bonus_range(size_t which, size_t index) const;
const parray<WeightTableEntry32, 3>* get_special_mode_table(size_t index) const;
const RangeTableEntry* get_standard_grind_range(size_t index) const;
const RangeTableEntry* get_favored_grind_range(size_t index) const;
private:
struct Offsets {
be_uint32_t weapon_type_table; // [{c, o -> (table)}](10)
be_uint32_t bonus_type_table1; // [[{u32 value, u32 weight}](6)](9)
be_uint32_t bonus_type_table2; // [[{u32 value, u32 weight}](6)](9)
be_uint32_t bonus_range_table1; // [{u32 min_index, u32 max_index}](9)
be_uint32_t bonus_range_table2; // [{u32 min_index, u32 max_index}](9)
be_uint32_t special_mode_table; // [[{u32 value, u32 weight}](3)](8)
be_uint32_t standard_grind_range_table; // [{u32 min, u32 max}](6)
be_uint32_t favored_grind_range_table; // [{u32 min, u32 max}](6)
} __attribute__((packed));
const Offsets* offsets;
};