Files
psopeeps-newserv/src/Episode3/DeckState.cc
T
2025-12-06 00:18:53 -08:00

327 lines
9.5 KiB
C++

#include "DeckState.hh"
#include "Server.hh"
using namespace std;
namespace Episode3 {
NameEntry::NameEntry() {
this->clear();
}
void NameEntry::clear() {
this->client_id = 0xFF;
this->present = 0;
this->is_cpu_player = 0;
this->unused = 0;
}
DeckEntry::DeckEntry() {
this->clear();
}
void DeckEntry::clear() {
this->team_id = 0xFFFFFFFF;
this->god_whim_flag = 3;
this->unused1 = 0;
this->player_level = 0;
this->unused2.clear(0);
this->card_ids.clear(0xFFFF);
}
uint8_t index_for_card_ref(uint16_t card_ref) {
return card_ref & 0xFF;
}
uint8_t client_id_for_card_ref(uint16_t card_ref) {
return (card_ref >> 8) & 0xFF;
}
uint8_t DeckState::num_drawable_cards() const {
return this->card_refs.size() - this->draw_index;
}
bool DeckState::set_card_ref_in_play(uint16_t card_ref) {
if (!this->contains_card_ref(card_ref)) {
return false;
}
uint8_t index = index_for_card_ref(card_ref);
if (this->entries[index].state == CardState::IN_HAND) {
this->entries[index].state = CardState::IN_PLAY;
return true;
} else {
return false;
}
}
bool DeckState::contains_card_ref(uint16_t card_ref) const {
return index_for_card_ref(card_ref) < this->entries.size();
}
void DeckState::disable_loop() {
this->loop_enabled = false;
}
void DeckState::disable_shuffle() {
this->shuffle_enabled = false;
}
uint16_t DeckState::draw_card() {
if (this->num_drawable_cards() == 0) {
this->restart();
}
if (this->num_drawable_cards() == 0) {
return 0xFFFF;
}
uint16_t ref = this->card_refs[this->draw_index++];
this->entries[index_for_card_ref(ref)].state = CardState::IN_HAND;
return ref;
}
bool DeckState::draw_card_by_ref(uint16_t card_ref) {
if (card_ref == 0xFFFF) {
return false;
}
uint8_t index = index_for_card_ref(card_ref);
if (index >= this->entries.size()) {
return false;
}
auto& entry = this->entries[index];
if (entry.state == CardState::DISCARDED) {
// If the card is discarded, then it should be before the draw index, and we can just change its state.
entry.state = CardState::IN_HAND;
return true;
}
if (entry.state != CardState::DRAWABLE) {
return false;
}
// If the card is still drawable, we need to move it so it's just in front of the draw index, then immediately draw
// it. Ep3 NTE does not handle this case, but we do even when playing NTE.
size_t ref_index;
for (ref_index = 0; ref_index < this->card_refs.size(); ref_index++) {
if (this->card_refs[ref_index] == card_ref) {
break;
}
}
if (ref_index >= this->card_refs.size()) {
return false;
}
for (; ref_index > this->draw_index; ref_index--) {
// this->draw_index is also unsigned, so ref_index cannot be zero here
this->card_refs[ref_index] = this->card_refs[ref_index - 1];
}
this->card_refs[this->draw_index] = card_ref;
// Draw the card
entry.state = CardState::IN_HAND;
this->draw_index++;
return true;
}
uint16_t DeckState::card_id_for_card_ref(uint16_t card_ref) const {
if (card_ref == 0xFFFF) {
return 0xFFFF;
}
uint8_t index = index_for_card_ref(card_ref);
return (index < this->entries.size()) ? this->entries[index].card_id : 0xFFFF;
}
uint16_t DeckState::sc_card_id() const {
return this->entries[0].card_id;
}
uint16_t DeckState::sc_card_ref() const {
return this->card_refs[0];
}
uint16_t DeckState::card_ref_for_index(uint8_t index) const {
return this->card_ref_base | index;
}
DeckState::CardState DeckState::state_for_card_ref(uint16_t card_ref) const {
uint8_t index = index_for_card_ref(card_ref);
return (index < this->entries.size()) ? this->entries[index].state : CardState::INVALID;
}
void DeckState::restart() {
// First, if deck loop is on, return all discarded cards to the drawable state
if (this->loop_enabled) {
for (size_t z = 0; z < this->entries.size(); z++) {
if (this->entries[z].state == CardState::DISCARDED) {
this->entries[z].state = CardState::DRAWABLE;
}
}
}
// For any cards that are still in hand or still in play, move their refs to the already-drawn part of the deck
this->draw_index = 0;
for (size_t z = 0; z < this->entries.size(); z++) {
if (this->entries[z].state != CardState::DRAWABLE) {
this->card_refs[this->draw_index++] = this->card_ref_for_index(z);
}
}
// For now-drawable cards, put their refs after the draw index
size_t index = this->draw_index;
for (size_t z = 0; z < this->entries.size(); z++) {
if (this->entries[z].state == CardState::DRAWABLE) {
this->card_refs[index++] = this->card_ref_for_index(z);
}
}
this->shuffle();
}
void DeckState::redraw_initial_hand(bool is_nte) {
for (size_t z = 0; z < this->entries.size(); z++) {
if (this->entries[z].state == CardState::DISCARDED) {
this->entries[z].state = CardState::DRAWABLE;
}
}
this->draw_index = 1;
if (is_nte || this->shuffle_enabled) {
// Get the next 5 cards from the deck, and put the previous 5 cards after them (so they will be shuffled back in).
for (uint8_t z = 0; z < 5; z++) {
uint8_t index = z + this->draw_index;
uint16_t temp_ref = this->card_refs[index];
this->card_refs[index] = this->card_refs[index + 5];
this->card_refs[index + 5] = temp_ref;
}
auto s = this->server.lock();
if (!s) {
throw runtime_error("server is missing");
}
// Shuffle the deck, except the first 5 cards (which are about to be drawn).
size_t max = this->num_drawable_cards() - 5;
uint8_t base_index = this->draw_index + 5;
for (size_t z = 0; z < this->card_refs.size(); z++) {
uint8_t index1 = s->get_random(max);
uint8_t index2 = s->get_random(max);
uint16_t temp_ref = this->card_refs[base_index + index1];
this->card_refs[base_index + index1] = this->card_refs[base_index + index2];
this->card_refs[base_index + index2] = temp_ref;
}
}
}
bool DeckState::set_card_ref_drawable_next(uint16_t card_ref) {
if (card_ref == 0xFFFF) {
return false;
}
if (client_id_for_card_ref(card_ref) != this->client_id) {
return false;
}
uint8_t index = index_for_card_ref(card_ref);
if (this->entries[index].state == CardState::DRAWABLE) {
return false;
} else if (this->draw_index < 1) {
return false;
} else {
this->entries[index].state = CardState::DRAWABLE;
this->card_refs[--this->draw_index] = card_ref;
return true;
}
}
bool DeckState::set_card_ref_drawable_at_end(uint16_t card_ref) {
if (this->set_card_ref_drawable_next(card_ref)) {
uint16_t head_card_ref = this->card_refs[this->draw_index];
if (this->draw_index < this->card_refs.size() - 1) {
for (size_t z = this->draw_index; z < this->card_refs.size() - 1; z++) {
this->card_refs[z] = this->card_refs[z + 1];
}
}
this->card_refs[this->card_refs.size() - 1] = head_card_ref;
return true;
} else {
return false;
}
}
void DeckState::set_card_discarded(uint16_t card_ref) {
uint8_t index = index_for_card_ref(card_ref);
if (index < this->entries.size()) {
this->entries[index].state = CardState::DISCARDED;
}
}
void DeckState::shuffle() {
if (this->shuffle_enabled) {
auto s = this->server.lock();
if (!s) {
throw runtime_error("server is missing");
}
size_t max = this->num_drawable_cards();
for (size_t z = 0; z < this->card_refs.size(); z++) {
// Note: This is the way Sega originally implemented shuffling - they just do N swaps on the entire array. A more
// uniform way to do it would be to instead swap each item with another random item (possibly itself) that
// doesn't appear earlier than it in the array, but this is not what Sega did.
uint8_t index1 = this->draw_index + s->get_random(max);
uint8_t index2 = this->draw_index + s->get_random(max);
uint16_t temp_ref = this->card_refs[index1];
this->card_refs[index1] = this->card_refs[index2];
this->card_refs[index2] = temp_ref;
}
}
}
static const char* name_for_card_state(DeckState::CardState st) {
switch (st) {
case DeckState::CardState::DRAWABLE:
return "DRAWABLE";
case DeckState::CardState::STORY_CHARACTER:
return "STORY_CHARACTER";
case DeckState::CardState::IN_HAND:
return "IN_HAND";
case DeckState::CardState::IN_PLAY:
return "IN_PLAY";
case DeckState::CardState::DISCARDED:
return "DISCARDED";
case DeckState::CardState::INVALID:
return "INVALID";
default:
return "__UNKNOWN__";
}
}
void DeckState::print(FILE* stream, std::shared_ptr<const CardIndex> card_index) const {
phosg::fwrite_fmt(stream, "DeckState: client_id={} draw_index={} card_ref_base=@{:04X} shuffle={} loop={}\n",
this->client_id,
this->draw_index,
this->card_ref_base,
this->shuffle_enabled ? "true" : "false",
this->loop_enabled ? "true" : "false");
for (size_t z = 0; z < 31; z++) {
const auto& e = this->entries[z];
shared_ptr<const CardIndex::CardEntry> ce;
if (card_index) {
try {
ce = card_index->definition_for_id(e.card_id);
} catch (const out_of_range&) {
}
}
if (ce) {
string name = ce->def.en_name.decode(Language::ENGLISH);
phosg::fwrite_fmt(stream, " ({:02}) index={:02X} ref=@{:04X} card_id=#{:04X} \"{}\" {}\n",
z, e.deck_index, this->card_refs[z], e.card_id, name, name_for_card_state(e.state));
} else {
phosg::fwrite_fmt(stream, " ({:02}) index={:02X} ref=@{:04X} card_id=#{:04X} {}\n",
z, e.deck_index, this->card_refs[z], e.card_id, name_for_card_state(e.state));
}
}
}
} // namespace Episode3