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