Files
psopeeps-newserv/src/ItemCreator.hh
T
2026-04-03 19:52:42 -07:00

185 lines
8.8 KiB
C++

#pragma once
#include <memory>
#include "CommonItemSet.hh"
#include "ItemParameterTable.hh"
#include "PSOEncryption.hh"
#include "PlayerSubordinates.hh"
#include "RareItemSet.hh"
#include "StaticGameData.hh"
// This file and ItemCreator.cc are essentially a direct reverse-engineering of the item creation algorithm in PSO GC.
// Only minor changes have been made to support BB (as described in the comments in the implementation) and to support
// cross-episode quests. The latter consists mostly of delaying table_index lookups and ItemPT table lookups until much
// later than in the original implementation; the actual logic for generating item data is the same.
class ItemCreator {
public:
ItemCreator(
std::shared_ptr<const CommonItemSet> common_item_set,
std::shared_ptr<const RareItemSet> rare_item_set,
std::shared_ptr<const ArmorRandomSet> armor_random_set,
std::shared_ptr<const ToolRandomSet> tool_random_set,
std::shared_ptr<const WeaponRandomSet> weapon_random_set,
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
std::shared_ptr<const ItemParameterTable> item_parameter_table,
std::shared_ptr<const ItemData::StackLimits> stack_limits,
GameMode mode,
Difficulty difficulty,
uint8_t section_id,
std::shared_ptr<RandomGenerator> rand_crypt,
std::shared_ptr<const BattleRules> restrictions = nullptr);
~ItemCreator() = default;
struct DropResult {
ItemData item;
bool is_from_rare_table = false;
};
inline void set_legacy_replay() {
this->is_legacy_replay = true;
}
DropResult on_monster_item_drop(EnemyType enemy_type, uint8_t area, bool force_rare);
DropResult on_box_item_drop(uint8_t area, bool force_rare);
// Note: param3-6 refer to the corresponding fields of the object definition
DropResult on_specialized_box_item_drop(
uint8_t area, float param3, uint32_t param4, uint32_t param5, uint32_t param6);
ItemData base_item_for_specialized_box(uint32_t param4, uint32_t param5, uint32_t param6) const;
std::vector<ItemData> generate_armor_shop_contents(Episode episode, size_t player_level);
std::vector<ItemData> generate_tool_shop_contents(size_t player_level);
std::vector<ItemData> generate_weapon_shop_contents(size_t player_level);
// This function adjusts the item in-place, and returns the luck value.
// See the comments in TekkerAdjustmentSet for what this value means.
ssize_t apply_tekker_deltas(ItemData& item, uint8_t section_id);
inline void set_restrictions(std::shared_ptr<const BattleRules> restrictions) {
this->restrictions = restrictions;
}
inline uint8_t get_section_id() const {
return this->section_id;
}
void set_section_id(uint8_t new_section_id);
private:
inline std::shared_ptr<const CommonItemSet::Table> pt(Episode episode) const {
return this->common_item_set->get_table(episode, this->mode, this->difficulty, this->section_id);
}
inline std::shared_ptr<const CommonItemSet::Table> pt(uint8_t area) const {
return this->pt(episode_for_area(area));
}
phosg::PrefixedLogger log;
Version logic_version;
bool is_legacy_replay;
std::shared_ptr<const ItemData::StackLimits> stack_limits;
GameMode mode;
Difficulty difficulty;
uint8_t section_id;
std::shared_ptr<const RareItemSet> rare_item_set;
std::shared_ptr<const ArmorRandomSet> armor_random_set;
std::shared_ptr<const ToolRandomSet> tool_random_set;
std::shared_ptr<const WeaponRandomSet> weapon_random_set;
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set;
std::shared_ptr<const ItemParameterTable> item_parameter_table;
std::shared_ptr<const CommonItemSet> common_item_set;
std::shared_ptr<const BattleRules> restrictions;
struct UnitResult {
uint8_t unit;
int8_t modifier;
} __packed_ws__(UnitResult, 2);
std::array<std::vector<UnitResult>, 13> unit_results_by_star_count;
// Note: The original implementation uses 17 different random states for some
// reason. We forego that and use only one for simplicity.
// Originally, the 17 random states were used for:
// [0x00] - drop-anything rate check
// [0x01] - common item class check
// [0x02] - get_rand_from_weighted_tables16 determinants
// [0x03] - get_rand_from_weighted_tables8 determinants
// [0x04] - tech disk levels
// [0x05] - meseta amounts
// [0x06] - rare drop rate check
// [0x07] - rare weapon special table index
// [0x08] - apparently unused
// [0x09] - whether to generate a common weapon special
// [0x0A] - number of stars for common weapon special
// [0x0B] - unit modifiers
// [0x0C] - common armor DFP bonuses
// [0x0D] - common armor EVP bonuses
// [0x0E] - unit stars
// [0x0F] - which common weapon special to generate
// [0x10] - apparently unused
std::shared_ptr<RandomGenerator> rand_crypt;
bool are_rare_drops_allowed() const;
uint8_t table_index_for_area(uint8_t area) const;
uint32_t rand_int(uint64_t max);
float rand_float_0_1_from_crypt();
uint32_t choose_meseta_amount(const CommonItemSet::Table::Range<uint16_t>& range);
bool should_allow_meseta_drops() const;
ItemData check_rare_spec_and_create_rare_enemy_item(EnemyType enemy_type, uint8_t area, bool force_rare);
ItemData check_rare_specs_and_create_rare_box_item(uint8_t area, bool force_rare);
ItemData check_rare_specs_and_create_rare_item(
const std::vector<RareItemSet::ExpandedDrop>& specs, uint8_t area, bool force_rare);
ItemData create_rare_item(const ItemData& drop_item, uint8_t area);
void generate_rare_weapon_bonuses(ItemData& item, Episode episode, uint32_t random_sample);
void deduplicate_weapon_bonuses(ItemData& item) const;
void set_item_kill_count_if_unsealable(ItemData& item) const;
void set_item_unidentified_flag_if_not_challenge(ItemData& item) const;
void set_tool_item_amount_to_1(ItemData& item) const;
void generate_common_item_variances(ItemData& item, uint8_t area);
void generate_common_armor_slots_and_bonuses(ItemData& item, Episode episode);
void generate_common_armor_slot_count(ItemData& item, Episode episode);
void generate_common_armor_or_shield_type_and_variances(ItemData& item, uint8_t area);
void generate_common_tool_variances(ItemData& item, uint8_t area);
uint8_t generate_tech_disk_level(uint32_t tech_num, uint8_t area);
void generate_common_mag_variances(ItemData& item);
void generate_common_weapon_variances(ItemData& item, uint8_t area);
void generate_common_weapon_grind(ItemData& item, uint8_t area, uint8_t offset_within_subtype_range);
void generate_common_weapon_bonuses(ItemData& item, uint8_t area);
void generate_common_weapon_special(ItemData& item, uint8_t area);
uint8_t choose_weapon_special(uint8_t det);
void generate_unit_stars_tables();
void generate_common_unit_variances(uint8_t stars, ItemData& item);
void choose_tech_disk_level_for_tool_shop(ItemData& item, size_t player_level, uint8_t tech_num_index);
static void clear_tool_item_if_invalid(ItemData& item);
void clear_item_if_restricted(ItemData& item) const;
static size_t get_table_index_for_armor_shop(size_t player_level);
static bool shop_does_not_contain_duplicate_armor(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_tech_disk(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_or_too_many_similar_weapons(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_item_by_data1_0_1_2(const std::vector<ItemData>& shop, const ItemData& item);
void generate_armor_shop_armors(std::vector<ItemData>& shop, Episode episode, size_t player_level);
void generate_armor_shop_shields(std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_units(std::vector<ItemData>& shop, size_t player_level);
static size_t get_table_index_for_tool_shop(size_t player_level);
void generate_common_tool_shop_recovery_items(std::vector<ItemData>& shop, size_t player_level);
void generate_rare_tool_shop_recovery_items(std::vector<ItemData>& shop, size_t player_level);
void generate_tool_shop_tech_disks(std::vector<ItemData>& shop, size_t player_level);
void generate_weapon_shop_item_grind(ItemData& item, size_t player_level);
void generate_weapon_shop_item_special(ItemData& item, size_t player_level);
void generate_weapon_shop_item_bonus1(ItemData& item, size_t player_level);
void generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level);
template <typename IntT>
IntT get_rand_from_weighted_tables(const IntT* tables, size_t offset, size_t num_values, size_t stride);
template <typename IntT, size_t X>
IntT get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables);
template <typename IntT, size_t X, size_t Y>
IntT get_rand_from_weighted_tables_2d_vertical(const parray<parray<IntT, X>, Y>& tables, size_t offset);
};