188 lines
8.1 KiB
C++
188 lines
8.1 KiB
C++
#pragma once
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#include <memory>
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#include "CommonItemSet.hh"
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#include "ItemParameterTable.hh"
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#include "PSOEncryption.hh"
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#include "PlayerSubordinates.hh"
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#include "RareItemSet.hh"
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#include "StaticGameData.hh"
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class ItemCreator {
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public:
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ItemCreator(
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std::shared_ptr<const CommonItemSet> common_item_set,
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std::shared_ptr<const RareItemSet> rare_item_set,
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std::shared_ptr<const ArmorRandomSet> armor_random_set,
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std::shared_ptr<const ToolRandomSet> tool_random_set,
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std::shared_ptr<const WeaponRandomSet> weapon_random_set,
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std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
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std::shared_ptr<const ItemParameterTable> item_parameter_table,
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std::shared_ptr<const ItemData::StackLimits> stack_limits,
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Episode episode,
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GameMode mode,
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uint8_t difficulty,
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uint8_t section_id,
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std::shared_ptr<PSOLFGEncryption> opt_rand_crypt,
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std::shared_ptr<const BattleRules> restrictions = nullptr);
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~ItemCreator() = default;
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void set_random_crypt(std::shared_ptr<PSOLFGEncryption> new_random_crypt);
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struct DropResult {
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ItemData item;
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bool is_from_rare_table = false;
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};
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DropResult on_monster_item_drop(uint32_t enemy_type, uint8_t area);
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DropResult on_box_item_drop(uint8_t area);
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DropResult on_specialized_box_item_drop(uint8_t area, float def_z, uint32_t def0, uint32_t def1, uint32_t def2);
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ItemData base_item_for_specialized_box(uint32_t def0, uint32_t def1, uint32_t def2) const;
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std::vector<ItemData> generate_armor_shop_contents(size_t player_level);
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std::vector<ItemData> generate_tool_shop_contents(size_t player_level);
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std::vector<ItemData> generate_weapon_shop_contents(size_t player_level);
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// This function adjusts the item in-place, and returns the luck value.
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// See the comments in TekkerAdjustmentSet for what this value means.
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ssize_t apply_tekker_deltas(ItemData& item, uint8_t section_id);
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inline void set_restrictions(std::shared_ptr<const BattleRules> restrictions) {
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this->restrictions = restrictions;
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}
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inline uint8_t get_section_id() const {
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return this->section_id;
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}
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void set_section_id(uint8_t new_section_id);
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private:
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phosg::PrefixedLogger log;
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Version logic_version;
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std::shared_ptr<const ItemData::StackLimits> stack_limits;
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Episode episode;
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GameMode mode;
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uint8_t difficulty;
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uint8_t section_id;
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std::shared_ptr<const RareItemSet> rare_item_set;
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std::shared_ptr<const ArmorRandomSet> armor_random_set;
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std::shared_ptr<const ToolRandomSet> tool_random_set;
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std::shared_ptr<const WeaponRandomSet> weapon_random_set;
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std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set;
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std::shared_ptr<const ItemParameterTable> item_parameter_table;
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std::shared_ptr<const CommonItemSet> common_item_set;
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std::shared_ptr<const CommonItemSet::Table> pt;
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std::shared_ptr<const BattleRules> restrictions;
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struct UnitResult {
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uint8_t unit;
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int8_t modifier;
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} __packed_ws__(UnitResult, 2);
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std::array<std::vector<UnitResult>, 13> unit_results_by_star_count;
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// Note: The original implementation uses 17 different random states for some
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// reason. We forego that and use only one for simplicity.
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// Originally, the 17 random states were used for:
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// [0x00] - drop-anything rate check
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// [0x01] - common item class check
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// [0x02] - get_rand_from_weighted_tables16 determinants
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// [0x03] - get_rand_from_weighted_tables8 determinants
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// [0x04] - tech disk levels
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// [0x05] - meseta amounts
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// [0x06] - rare drop rate check
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// [0x07] - rare weapon special table index
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// [0x08] - apparently unused
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// [0x09] - whether to generate a common weapon special
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// [0x0A] - number of stars for common weapon special
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// [0x0B] - unit modifiers
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// [0x0C] - common armor DFP bonuses
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// [0x0D] - common armor EVP bonuses
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// [0x0E] - apparently unused
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// [0x0F] - which common weapon special to generate
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// [0x10] - apparently unused
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std::shared_ptr<PSOLFGEncryption> opt_rand_crypt;
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bool are_rare_drops_allowed() const;
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uint8_t normalize_area_number(uint8_t area) const;
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DropResult on_monster_item_drop_with_area_norm(uint32_t enemy_type, uint8_t area_norm);
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DropResult on_box_item_drop_with_area_norm(uint8_t area_norm);
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uint32_t rand_int(uint64_t max);
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float rand_float_0_1_from_crypt();
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template <size_t NumRanges>
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uint32_t choose_meseta_amount(
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const parray<CommonItemSet::Table::Range<uint16_t>, NumRanges> ranges,
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size_t table_index);
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bool should_allow_meseta_drops() const;
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ItemData check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area_norm);
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ItemData check_rare_specs_and_create_rare_box_item(uint8_t area_norm);
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ItemData check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area_norm);
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void generate_rare_weapon_bonuses(ItemData& item, uint32_t random_sample);
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void deduplicate_weapon_bonuses(ItemData& item) const;
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void set_item_kill_count_if_unsealable(ItemData& item) const;
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void set_item_unidentified_flag_if_not_challenge(ItemData& item) const;
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void set_tool_item_amount_to_1(ItemData& item) const;
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void generate_common_item_variances(uint32_t area_norm, ItemData& item);
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void generate_common_armor_slots_and_bonuses(ItemData& item);
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void generate_common_armor_slot_count(ItemData& item);
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void generate_common_armor_or_shield_type_and_variances(char area_norm, ItemData& item);
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void generate_common_tool_variances(uint32_t area_norm, ItemData& item);
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uint8_t generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm);
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void generate_common_mag_variances(ItemData& item);
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void generate_common_weapon_variances(uint8_t area_norm, ItemData& item);
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void generate_common_weapon_grind(ItemData& item, uint8_t offset_within_subtype_range);
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void generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm);
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void generate_common_weapon_special(ItemData& item, uint8_t area_norm);
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uint8_t choose_weapon_special(uint8_t det);
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void generate_unit_stars_tables();
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void generate_common_unit_variances(uint8_t stars, ItemData& item);
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void choose_tech_disk_level_for_tool_shop(ItemData& item, size_t player_level, uint8_t tech_num_index);
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static void clear_tool_item_if_invalid(ItemData& item);
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void clear_item_if_restricted(ItemData& item) const;
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static size_t get_table_index_for_armor_shop(size_t player_level);
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static bool shop_does_not_contain_duplicate_armor(
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const std::vector<ItemData>& shop, const ItemData& item);
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static bool shop_does_not_contain_duplicate_tech_disk(
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const std::vector<ItemData>& shop, const ItemData& item);
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static bool shop_does_not_contain_duplicate_or_too_many_similar_weapons(
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const std::vector<ItemData>& shop, const ItemData& item);
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static bool shop_does_not_contain_duplicate_item_by_data1_0_1_2(
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const std::vector<ItemData>& shop, const ItemData& item);
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void generate_armor_shop_armors(
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std::vector<ItemData>& shop, size_t player_level);
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void generate_armor_shop_shields(
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std::vector<ItemData>& shop, size_t player_level);
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void generate_armor_shop_units(
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std::vector<ItemData>& shop, size_t player_level);
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static size_t get_table_index_for_tool_shop(size_t player_level);
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void generate_common_tool_shop_recovery_items(
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std::vector<ItemData>& shop, size_t player_level);
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void generate_rare_tool_shop_recovery_items(
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std::vector<ItemData>& shop, size_t player_level);
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void generate_tool_shop_tech_disks(
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std::vector<ItemData>& shop, size_t player_level);
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void generate_weapon_shop_item_grind(ItemData& item, size_t player_level);
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void generate_weapon_shop_item_special(ItemData& item, size_t player_level);
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void generate_weapon_shop_item_bonus1(ItemData& item, size_t player_level);
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void generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level);
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template <typename IntT>
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IntT get_rand_from_weighted_tables(
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const IntT* tables, size_t offset, size_t num_values, size_t stride);
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template <typename IntT, size_t X>
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IntT get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables);
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template <typename IntT, size_t X, size_t Y>
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IntT get_rand_from_weighted_tables_2d_vertical(
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const parray<parray<IntT, X>, Y>& tables, size_t offset);
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};
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