1806 lines
59 KiB
C++
1806 lines
59 KiB
C++
#include "ItemCreator.hh"
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#include <algorithm>
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#include <array>
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#include "Loggers.hh"
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using namespace std;
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static const array<uint8_t, 10> favored_weapon_by_section_id = {
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0x09, 0x07, 0x02, 0x04, 0x08, 0x0A, 0xFF, 0x03, 0xFF, 0x05};
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ItemCreator::ItemCreator(
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shared_ptr<const CommonItemSet> common_item_set,
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shared_ptr<const RareItemSet> rare_item_set,
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shared_ptr<const ArmorRandomSet> armor_random_set,
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shared_ptr<const ToolRandomSet> tool_random_set,
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shared_ptr<const WeaponRandomSet> weapon_random_set,
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shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
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shared_ptr<const ItemParameterTable> item_parameter_table,
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Version version,
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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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uint32_t random_seed,
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shared_ptr<const BattleRules> restrictions)
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: log(string_printf("[ItemCreator:%s/%s/%s/%c/%hhu] ", name_for_enum(version), abbreviation_for_episode(episode), abbreviation_for_mode(mode), abbreviation_for_difficulty(difficulty), section_id), lobby_log.min_level),
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version(version),
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episode(episode),
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mode(mode),
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difficulty(difficulty),
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section_id(section_id),
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rare_item_set(rare_item_set),
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armor_random_set(armor_random_set),
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tool_random_set(tool_random_set),
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weapon_random_set(weapon_random_set),
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tekker_adjustment_set(tekker_adjustment_set),
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item_parameter_table(item_parameter_table),
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pt(common_item_set->get_table(this->episode, this->mode, this->difficulty, this->section_id)),
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restrictions(restrictions),
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random_crypt(random_seed) {
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this->generate_unit_stars_tables();
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}
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void ItemCreator::set_random_state(uint32_t seed, uint32_t absolute_offset) {
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if ((this->random_crypt.seed() != seed) || (this->random_crypt.absolute_offset() > absolute_offset)) {
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this->random_crypt = PSOV2Encryption(seed);
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}
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while (this->random_crypt.absolute_offset() < absolute_offset) {
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this->random_crypt.next();
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}
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}
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void ItemCreator::set_box_destroyed(uint16_t entity_id) {
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this->destroyed_boxes.emplace(entity_id);
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}
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void ItemCreator::set_monster_destroyed(uint16_t entity_id) {
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this->destroyed_monsters.emplace(entity_id);
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}
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void ItemCreator::clear_destroyed_entities() {
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this->destroyed_monsters.clear();
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this->destroyed_boxes.clear();
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}
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bool ItemCreator::are_rare_drops_allowed() const {
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// Note: The client has an additional check here, which appears to be a subtle
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// anti-cheating measure. There is a flag on the client, initially zero, which
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// is set to 1 when certain unexpected item-related things happen (for
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// example, a player possessing a mag with a level above 200). When the flag
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// is set, this function returns false, which prevents all rare item drops.
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// newserv intentionally does not implement this flag.
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return (this->mode != GameMode::CHALLENGE);
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}
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uint8_t ItemCreator::normalize_area_number(uint8_t area) const {
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if (!this->restrictions || (this->restrictions->box_drop_area == 0) || (area < 0x10) || (area > 0x11)) {
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switch (this->episode) {
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case Episode::EP1:
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if (area >= 0x0F) {
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throw runtime_error("invalid Episode 1 area number");
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}
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switch (area) {
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case 11:
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return 2; // Dragon -> Cave 1
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case 12:
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return 5; // De Rol Le -> Mine 1
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case 13:
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return 7; // Vol Opt -> Ruins 1
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case 14:
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return 9; // Dark Falz -> Ruins 3
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default:
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return area - 1;
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}
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throw logic_error("this should be impossible");
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case Episode::EP2: {
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static const vector<uint8_t> area_subs = {
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0x00, // 13 (VR Temple Alpha)
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0x01, // 14 (VR Temple Beta)
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0x02, // 15 (VR Spaceship Alpha)
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0x03, // 16 (VR Spaceship Beta)
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0x07, // 17 (Central Control Area)
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0x04, // 18 (Jungle North)
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0x05, // 19 (Jungle South)
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0x06, // 1A (Mountain)
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0x07, // 1B (Seaside)
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0x08, // 1C (Seabed Upper)
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0x09, // 1D (Seabed Lower)
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0x08, // 1E (Gal Gryphon)
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0x09, // 1F (Olga Flow)
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0x02, // 20 (Barba Ray)
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0x04, // 21 (Gol Dragon)
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0x07, // 22 (Seaside Night)
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0x09, // 23 (Tower)
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};
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if ((area >= 0x13) && (area < 0x24)) {
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return area_subs.at(area - 0x13);
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}
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return area - 1;
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}
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case Episode::EP4:
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if (area >= 0x24 && area < 0x2D) {
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return area - 0x23;
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}
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throw runtime_error("invalid Episode 4 area number");
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default:
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throw logic_error("invalid episode number");
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}
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} else {
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return this->restrictions->box_drop_area;
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}
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}
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ItemData ItemCreator::on_box_item_drop(uint16_t entity_id, uint8_t area) {
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return this->destroyed_boxes.count(entity_id)
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? ItemData()
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: this->on_box_item_drop_with_area_norm(this->normalize_area_number(area));
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}
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ItemData ItemCreator::on_monster_item_drop(uint16_t entity_id, uint32_t enemy_type, uint8_t area) {
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return this->destroyed_monsters.count(entity_id)
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? ItemData()
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: this->on_monster_item_drop_with_area_norm(enemy_type, this->normalize_area_number(area));
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}
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ItemData ItemCreator::on_box_item_drop_with_area_norm(uint8_t area_norm) {
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this->log.info("Box drop checks for area_norm %02hhX; random state: %08" PRIX32 " %08" PRIX32,
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area_norm, this->random_crypt.seed(), this->random_crypt.absolute_offset());
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ItemData item = this->check_rare_specs_and_create_rare_box_item(area_norm);
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if (item.empty()) {
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uint8_t item_class = this->get_rand_from_weighted_tables_2d_vertical(this->pt->box_item_class_prob_table, area_norm);
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this->log.info("Item class is %02hhX", item_class);
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switch (item_class) {
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case 0: // Weapon
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item.data1[0] = 0;
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break;
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case 1: // Armor
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item.data1[0] = 1;
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item.data1[1] = 1;
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break;
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case 2: // Shield
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item.data1[0] = 1;
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item.data1[1] = 2;
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break;
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case 3: // Unit
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item.data1[0] = 1;
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item.data1[1] = 3;
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break;
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case 4: // Tool
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item.data1[0] = 3;
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break;
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case 5: // Meseta
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item.data1[0] = 4;
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break;
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case 6: // Nothing
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break;
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default:
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throw logic_error("this should be impossible");
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}
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if (item_class < 6) {
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this->generate_common_item_variances(area_norm, item);
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}
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}
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return item;
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}
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ItemData ItemCreator::on_monster_item_drop_with_area_norm(uint32_t enemy_type, uint8_t area_norm) {
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if (enemy_type > 0x58) {
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this->log.warning("Invalid enemy type: %" PRIX32, enemy_type);
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return ItemData();
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}
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this->log.info("Enemy type: %" PRIX32 "; random state: %08" PRIX32 " %08" PRIX32, enemy_type, this->random_crypt.seed(), this->random_crypt.absolute_offset());
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uint8_t type_drop_prob = this->pt->enemy_type_drop_probs.at(enemy_type);
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uint8_t drop_sample = this->rand_int(100);
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if (drop_sample >= type_drop_prob) {
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this->log.info("Drop not chosen (%hhu >= %hhu)", drop_sample, type_drop_prob);
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return ItemData();
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} else {
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this->log.info("Drop chosen (%hhu < %hhu)", drop_sample, type_drop_prob);
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}
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ItemData item = this->check_rare_spec_and_create_rare_enemy_item(enemy_type, area_norm);
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if (item.empty()) {
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uint32_t item_class_determinant =
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this->should_allow_meseta_drops()
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? this->rand_int(3)
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: (this->rand_int(2) + 1);
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uint32_t item_class;
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switch (item_class_determinant) {
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case 0:
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item_class = 5;
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break;
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case 1:
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item_class = 4;
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break;
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case 2:
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item_class = this->pt->enemy_item_classes.at(enemy_type);
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break;
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default:
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throw logic_error("invalid item class determinant");
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}
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this->log.info("Rare drop not chosen; item class determinant is %" PRIu32 "; item class is %" PRIu32, item_class_determinant, item_class);
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switch (item_class) {
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case 0: // Weapon
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item.data1[0] = 0x00;
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break;
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case 1: // Armor
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item.data1w[0] = 0x0101;
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break;
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case 2: // Shield
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item.data1w[0] = 0x0201;
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break;
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case 3: // Unit
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item.data1w[0] = 0x0301;
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break;
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case 4: // Tool
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item.data1[0] = 0x03;
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break;
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case 5: // Meseta
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item.data1[0] = 0x04;
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item.data2d = this->choose_meseta_amount(this->pt->enemy_meseta_ranges, enemy_type) & 0xFFFF;
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break;
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default:
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return item;
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}
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if (item.data1[0] != 0x04) {
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this->generate_common_item_variances(area_norm, item);
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}
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}
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return item;
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}
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ItemData ItemCreator::check_rare_specs_and_create_rare_box_item(uint8_t area_norm) {
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ItemData item;
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if (!this->are_rare_drops_allowed()) {
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return item;
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}
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auto rare_specs = this->rare_item_set->get_box_specs(
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this->mode, this->episode, this->difficulty, this->section_id, area_norm + 1);
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for (const auto& spec : rare_specs) {
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item = this->check_rate_and_create_rare_item(spec, area_norm);
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if (!item.empty()) {
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this->log.info("Box spec %08" PRIX32 " produced item %02hhX%02hhX%02hhX",
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spec.probability, spec.item_code[0], spec.item_code[1], spec.item_code[2]);
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break;
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}
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this->log.info("Box spec %08" PRIX32 " did not produce item %02hhX%02hhX%02hhX",
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spec.probability, spec.item_code[0], spec.item_code[1], spec.item_code[2]);
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}
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return item;
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}
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uint32_t ItemCreator::rand_int(uint64_t max) {
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return this->random_crypt.next() % max;
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}
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float ItemCreator::rand_float_0_1_from_crypt() {
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// This lacks some precision, but matches the original implementation.
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return (static_cast<double>(this->random_crypt.next() >> 16) / 65536.0);
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}
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template <size_t NumRanges>
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uint32_t ItemCreator::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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uint16_t min = ranges[table_index].min;
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uint16_t max = ranges[table_index].max;
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// Note: The original code seems like it has a bug here: it compares to 0xFF
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// instead of 0xFFFF (and returns 0xFF if either limit matches 0xFF).
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uint32_t ret = 0;
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if (((min == 0xFFFF) || (max == 0xFFFF)) || (max < min)) {
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ret = 0xFFFF;
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} else if (min != max) {
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ret = this->rand_int((max - min) + 1) + min;
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} else {
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ret = min;
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}
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this->log.info("Chose %" PRIu32 " Meseta from range [%hu, %hu]", ret, min, max);
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return ret;
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}
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bool ItemCreator::should_allow_meseta_drops() const {
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return (this->mode != GameMode::CHALLENGE);
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}
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ItemData ItemCreator::check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area_norm) {
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ItemData item;
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if (this->are_rare_drops_allowed() && (enemy_type > 0) && (enemy_type < 0x58)) {
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// Note: In the original implementation, enemies can only have one possible
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// rare drop. In our implementation, they can have multiple rare drops if
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// JSONRareItemSet is used (the other RareItemSet implementations never
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// return multiple drops for an enemy type).
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auto rare_specs = this->rare_item_set->get_enemy_specs(
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this->mode, this->episode, this->difficulty, this->section_id, enemy_type);
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for (const auto& spec : rare_specs) {
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item = this->check_rate_and_create_rare_item(spec, area_norm);
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if (!item.empty()) {
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this->log.info("Enemy spec %08" PRIX32 " produced item %02hhX%02hhX%02hhX",
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spec.probability, spec.item_code[0], spec.item_code[1], spec.item_code[2]);
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break;
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}
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this->log.info("Enemy spec %08" PRIX32 " did not produce item %02hhX%02hhX%02hhX",
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spec.probability, spec.item_code[0], spec.item_code[1], spec.item_code[2]);
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}
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}
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return item;
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}
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ItemData ItemCreator::check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area_norm) {
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if (drop.probability == 0) {
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return ItemData();
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}
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// Note: The original code uses 0xFFFFFFFF as the maximum here. We use
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// 0x100000000 instead, which makes all rare items SLIGHTLY more rare.
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if (this->rand_int(0x100000000) >= drop.probability) {
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return ItemData();
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}
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ItemData item;
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item.data1[0] = drop.item_code[0];
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item.data1[1] = drop.item_code[1];
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item.data1[2] = drop.item_code[2];
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switch (item.data1[0]) {
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case 0:
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if (this->pt->has_rare_bonus_value_prob_table) {
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this->generate_rare_weapon_bonuses(item, this->rand_int(10));
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} else {
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this->generate_common_weapon_bonuses(item, area_norm);
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}
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this->set_item_unidentified_flag_if_not_challenge(item);
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break;
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case 1:
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this->generate_common_armor_slots_and_bonuses(item);
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break;
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case 2:
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this->generate_common_mag_variances(item);
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break;
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case 3:
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this->clear_tool_item_if_invalid(item);
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this->set_tool_item_amount_to_1(item);
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break;
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case 4:
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break;
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default:
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throw logic_error("invalid item class");
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}
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this->clear_item_if_restricted(item);
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this->set_item_kill_count_if_unsealable(item);
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return item;
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}
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void ItemCreator::generate_rare_weapon_bonuses(ItemData& item, uint32_t random_sample) {
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if (item.data1[0] != 0) {
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return;
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}
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if (!this->pt->has_rare_bonus_value_prob_table) {
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throw logic_error("generate_rare_weapon_bonuses called for common item table without rare bonus value probability table");
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}
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for (size_t z = 0; z < 6; z += 2) {
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uint8_t bonus_type = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_type_prob_table, random_sample);
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int16_t bonus_value = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_value_prob_table, 5);
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item.data1[z + 6] = bonus_type;
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item.data1[z + 7] = bonus_value * 5 - 10;
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// Note: The original code has a special case here, which divides
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// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
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// (Hit). Why this is done is unclear, because item.data1[z + 7] must
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// already be a multiple of 5.
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}
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this->deduplicate_weapon_bonuses(item);
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}
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void ItemCreator::generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm) {
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if (item.data1[0] != 0) {
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return;
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}
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for (size_t row = 0; row < 3; row++) {
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uint8_t spec = this->pt->nonrare_bonus_prob_spec.at(row).at(area_norm);
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if (spec == 0xFF) {
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this->log.info("Bonus %zu is forbidden", row);
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} else {
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item.data1[(row * 2) + 6] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_type_prob_table, area_norm);
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int16_t amount = this->get_rand_from_weighted_tables_2d_vertical(this->pt->bonus_value_prob_table, spec);
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item.data1[(row * 2) + 7] = amount * 5 - 10;
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this->log.info("Bonus %zu generated as %02hhX %02hhX from area_norm %02hhX and spec %02hhX", row, item.data1[(row * 2) + 6], item.data1[(row * 2) + 7], area_norm, spec);
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}
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// Note: The original code has a special case here, which divides
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// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
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// (Hit). Why this is done is unclear, because item.data1[z + 7] must
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// already be a multiple of 5.
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}
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this->deduplicate_weapon_bonuses(item);
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}
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void ItemCreator::deduplicate_weapon_bonuses(ItemData& item) const {
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for (size_t x = 0; x < 6; x += 2) {
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for (size_t y = 0; y < x; y += 2) {
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if (item.data1[y + 6] == 0x00) {
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item.data1[x + 6] = 0x00;
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} else if (item.data1[x + 6] == item.data1[y + 6]) {
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item.data1[x + 6] = 0x00;
|
|
}
|
|
}
|
|
if (item.data1[x + 6] == 0x00) {
|
|
item.data1[x + 7] = 0x00;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::set_item_kill_count_if_unsealable(ItemData& item) const {
|
|
if (this->item_parameter_table->is_unsealable_item(item)) {
|
|
this->log.info("Item is unsealable; setting kill count to zero");
|
|
item.set_sealed_item_kill_count(0);
|
|
}
|
|
}
|
|
|
|
void ItemCreator::set_item_unidentified_flag_if_not_challenge(ItemData& item) const {
|
|
if (this->mode == GameMode::CHALLENGE) {
|
|
return;
|
|
}
|
|
if (item.data1[0] != 0x00) {
|
|
return;
|
|
}
|
|
// On V3, all rare weapons and weapons with specials are untekked when
|
|
// created; on V2, only rares that are not in the standard item classes are
|
|
// untekked when created.
|
|
if (this->is_v3()) {
|
|
if (this->item_parameter_table->is_item_rare(item) || (item.data1[4] != 0)) {
|
|
item.data1[4] |= 0x80;
|
|
}
|
|
} else {
|
|
if (this->item_parameter_table->is_item_rare(item) ? (item.data1[1] > 0x0C) : (item.data1[4] != 0)) {
|
|
item.data1[4] |= 0x80;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::set_tool_item_amount_to_1(ItemData& item) const {
|
|
if (item.data1[0] == 0x03) {
|
|
item.set_tool_item_amount(1);
|
|
}
|
|
}
|
|
|
|
void ItemCreator::clear_tool_item_if_invalid(ItemData& item) {
|
|
if ((item.data1[1] == 0x02) &&
|
|
((item.data1[2] > 0x1D) || (item.data1[4] > 0x12))) {
|
|
item.clear();
|
|
}
|
|
}
|
|
|
|
void ItemCreator::clear_item_if_restricted(ItemData& item) const {
|
|
if (this->item_parameter_table->is_item_rare(item) && !this->are_rare_drops_allowed()) {
|
|
this->log.info("Restricted: item is rare, but rares not allowed");
|
|
item.clear();
|
|
return;
|
|
}
|
|
|
|
if (this->mode == GameMode::CHALLENGE) {
|
|
// Forbid HP/TP-restoring units and meseta in challenge mode
|
|
// Note: PSO GC doesn't check for 0x61 or 0x62 here since those items
|
|
// (HP/Resurrection and TP/Resurrection) only exist on BB.
|
|
if (item.data1[0] == 1) {
|
|
if ((item.data1[1] == 3) && (((item.data1[2] >= 0x33) && (item.data1[2] <= 0x38)) || (item.data1[2] == 0x61) || (item.data1[2] == 0x62))) {
|
|
this->log.info("Restricted: restore units not allowed in Challenge mode");
|
|
item.clear();
|
|
return;
|
|
}
|
|
} else if (item.data1[0] == 4) {
|
|
this->log.info("Restricted: meseta not allowed in Challenge mode");
|
|
item.clear();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (this->restrictions) {
|
|
switch (item.data1[0]) {
|
|
case 0:
|
|
case 1:
|
|
switch (this->restrictions->weapon_and_armor_mode) {
|
|
case BattleRules::WeaponAndArmorMode::ALLOW:
|
|
case BattleRules::WeaponAndArmorMode::CLEAR_AND_ALLOW:
|
|
break;
|
|
case BattleRules::WeaponAndArmorMode::FORBID_RARES:
|
|
if (this->item_parameter_table->is_item_rare(item)) {
|
|
this->log.info("Restricted: rare items not allowed");
|
|
item.clear();
|
|
}
|
|
break;
|
|
case BattleRules::WeaponAndArmorMode::FORBID_ALL:
|
|
this->log.info("Restricted: weapons and armors not allowed");
|
|
item.clear();
|
|
break;
|
|
default:
|
|
throw logic_error("invalid weapon and armor mode");
|
|
}
|
|
break;
|
|
case 2:
|
|
if (this->restrictions->mag_mode == BattleRules::MagMode::FORBID_ALL) {
|
|
this->log.info("Restricted: mags not allowed");
|
|
item.clear();
|
|
}
|
|
break;
|
|
case 3:
|
|
if (this->restrictions->tool_mode == BattleRules::ToolMode::FORBID_ALL) {
|
|
this->log.info("Restricted: tools not allowed");
|
|
item.clear();
|
|
} else if (item.data1[1] == 2) {
|
|
switch (this->restrictions->tech_disk_mode) {
|
|
case BattleRules::TechDiskMode::ALLOW:
|
|
break;
|
|
case BattleRules::TechDiskMode::FORBID_ALL:
|
|
this->log.info("Restricted: tech disks not allowed");
|
|
item.clear();
|
|
break;
|
|
case BattleRules::TechDiskMode::LIMIT_LEVEL:
|
|
this->log.info("Restricted: tech disk level limited to %hhu",
|
|
static_cast<uint8_t>(this->restrictions->max_tech_level + 1));
|
|
if (this->restrictions->max_tech_level == 0) {
|
|
item.data1[2] = 0;
|
|
} else {
|
|
item.data1[2] %= this->restrictions->max_tech_level;
|
|
}
|
|
break;
|
|
default:
|
|
throw logic_error("invalid tech disk mode");
|
|
}
|
|
} else if ((item.data1[1] == 9) && this->restrictions->forbid_scape_dolls) {
|
|
this->log.info("Restricted: scape dolls not allowed");
|
|
item.clear();
|
|
}
|
|
break;
|
|
case 4:
|
|
if (this->restrictions->meseta_mode == BattleRules::MesetaMode::FORBID_ALL) {
|
|
this->log.info("Restricted: meseta not allowed");
|
|
item.clear();
|
|
}
|
|
break;
|
|
default:
|
|
throw logic_error("invalid item");
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_common_item_variances(uint32_t area_norm, ItemData& item) {
|
|
switch (item.data1[0]) {
|
|
case 0:
|
|
this->generate_common_weapon_variances(area_norm, item);
|
|
break;
|
|
case 1:
|
|
if (item.data1[1] == 3) {
|
|
float f1 = 1.0 + this->pt->unit_max_stars_table.at(area_norm);
|
|
float f2 = this->rand_float_0_1_from_crypt();
|
|
uint8_t stars = static_cast<uint32_t>(f1 * f2) & 0xFF;
|
|
this->log.info("Unit stars: %g * %g = %" PRIu32, f1, f2, stars);
|
|
this->generate_common_unit_variances(stars, item);
|
|
if (item.data1[2] == 0xFF) {
|
|
this->log.info("Unit subtype not valid; clearing item");
|
|
item.clear();
|
|
}
|
|
} else {
|
|
this->generate_common_armor_or_shield_type_and_variances(area_norm, item);
|
|
}
|
|
break;
|
|
case 2:
|
|
this->generate_common_mag_variances(item);
|
|
break;
|
|
case 3:
|
|
this->generate_common_tool_variances(area_norm, item);
|
|
break;
|
|
case 4:
|
|
item.data2d = this->choose_meseta_amount(this->pt->box_meseta_ranges, area_norm) & 0xFFFF;
|
|
break;
|
|
default:
|
|
// Note: The original code does the following here:
|
|
// item.clear();
|
|
// item.data1[0] = 0x05;
|
|
throw logic_error("invalid item class");
|
|
}
|
|
|
|
this->clear_item_if_restricted(item);
|
|
this->set_item_kill_count_if_unsealable(item);
|
|
}
|
|
|
|
void ItemCreator::generate_common_armor_or_shield_type_and_variances(char area_norm, ItemData& item) {
|
|
this->generate_common_armor_slots_and_bonuses(item);
|
|
|
|
uint8_t type = this->get_rand_from_weighted_tables_1d(this->pt->armor_shield_type_index_prob_table);
|
|
item.data1[2] = area_norm + type + this->pt->armor_or_shield_type_bias;
|
|
if (item.data1[2] < 3) {
|
|
item.data1[2] = 0;
|
|
} else {
|
|
item.data1[2] -= 3;
|
|
}
|
|
this->log.info("Armor/shield type: max(%02hhX + %02hhX + %02hhX - 3, 0) = %02hhX",
|
|
area_norm, type, this->pt->armor_or_shield_type_bias, item.data1[2]);
|
|
}
|
|
|
|
void ItemCreator::generate_common_armor_slots_and_bonuses(ItemData& item) {
|
|
if ((item.data1[0] != 0x01) || (item.data1[1] < 1) || (item.data1[1] > 2)) {
|
|
return;
|
|
}
|
|
|
|
if (item.data1[1] == 1) {
|
|
this->generate_common_armor_slot_count(item);
|
|
}
|
|
|
|
const auto& def = this->item_parameter_table->get_armor_or_shield(item.data1[1], item.data1[2]);
|
|
item.set_armor_or_shield_defense_bonus(def.dfp_range * this->rand_float_0_1_from_crypt());
|
|
item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt());
|
|
}
|
|
|
|
void ItemCreator::generate_common_armor_slot_count(ItemData& item) {
|
|
item.data1[5] = this->get_rand_from_weighted_tables_1d(this->pt->armor_slot_count_prob_table);
|
|
}
|
|
|
|
void ItemCreator::generate_common_tool_variances(uint32_t area_norm, ItemData& item) {
|
|
item.clear();
|
|
|
|
uint8_t tool_class = this->get_rand_from_weighted_tables_2d_vertical(this->pt->tool_class_prob_table, area_norm);
|
|
if (this->is_v3() && (tool_class == 0x1A)) {
|
|
tool_class = 0x73;
|
|
}
|
|
this->log.info("Generating tool with class %02hhX", tool_class);
|
|
|
|
// Note: This block was originally a separate function called
|
|
// generate_common_tool_type
|
|
{
|
|
// It appears that when Sega deleted Hit Material in v3, they never deleted
|
|
// it from the ItemPT entries, so sometimes ItemCreator tries to generate
|
|
// it. The original implementation just generates no item when that happens,
|
|
// so we do the same here.
|
|
try {
|
|
auto data = this->item_parameter_table->find_tool_by_id(tool_class);
|
|
item.data1[0] = 0x03;
|
|
item.data1[1] = data.first;
|
|
item.data1[2] = data.second;
|
|
} catch (const out_of_range&) {
|
|
this->log.info("Tool class is missing; skipping item generation");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (item.data1[1] == 0x02) { // Tech disk
|
|
item.data1[4] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->technique_index_prob_table, area_norm);
|
|
item.data1[2] = this->generate_tech_disk_level(item.data1[4], area_norm);
|
|
this->clear_tool_item_if_invalid(item);
|
|
}
|
|
this->set_tool_item_amount_to_1(item);
|
|
}
|
|
|
|
uint8_t ItemCreator::generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm) {
|
|
const auto& range = this->pt->technique_level_ranges.at(tech_num).at(area_norm);
|
|
if (((range.min == 0xFF) || (range.max == 0xFF)) || (range.max < range.min)) {
|
|
return 0xFF;
|
|
} else if (range.min != range.max) {
|
|
return this->rand_int((range.max - range.min) + 1) + range.min;
|
|
}
|
|
return range.min;
|
|
}
|
|
|
|
void ItemCreator::generate_common_mag_variances(ItemData& item) const {
|
|
if (item.data1[0] == 0x02) {
|
|
item.data1[1] = 0x00;
|
|
item.assign_mag_stats(ItemMagStats());
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_common_weapon_variances(uint8_t area_norm, ItemData& item) {
|
|
item.clear();
|
|
item.data1[0] = 0x00;
|
|
|
|
parray<uint8_t, 0x0D> weapon_type_prob_table;
|
|
weapon_type_prob_table[0] = 0;
|
|
memmove(
|
|
weapon_type_prob_table.data() + 1,
|
|
this->pt->base_weapon_type_prob_table.data(),
|
|
0x0C);
|
|
|
|
for (size_t z = 1; z < 13; z++) {
|
|
// Technically this should be `if (... < 0)`, but whatever
|
|
if ((area_norm + this->pt->subtype_base_table.at(z - 1)) & 0x80) {
|
|
weapon_type_prob_table[z] = 0;
|
|
}
|
|
}
|
|
|
|
this->log.info("Subtype table: %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX %02hhX",
|
|
weapon_type_prob_table[0], weapon_type_prob_table[1], weapon_type_prob_table[2], weapon_type_prob_table[3],
|
|
weapon_type_prob_table[4], weapon_type_prob_table[5], weapon_type_prob_table[6], weapon_type_prob_table[7],
|
|
weapon_type_prob_table[8], weapon_type_prob_table[9], weapon_type_prob_table[10], weapon_type_prob_table[11],
|
|
weapon_type_prob_table[12]);
|
|
|
|
item.data1[1] = this->get_rand_from_weighted_tables_1d(weapon_type_prob_table);
|
|
if (item.data1[1] == 0) {
|
|
this->log.info("00 chosen from subtype table; skipping item");
|
|
item.clear();
|
|
} else {
|
|
int8_t subtype_base = this->pt->subtype_base_table.at(item.data1[1] - 1);
|
|
uint8_t area_length = this->pt->subtype_area_length_table.at(item.data1[1] - 1);
|
|
this->log.info("Subtype table yielded %02hhX; subtype base is %hhd with area length %hhu", item.data1[1], subtype_base, area_length);
|
|
if (subtype_base < 0) {
|
|
item.data1[2] = (area_norm + subtype_base) / area_length;
|
|
this->log.info("Resulting subtype: (%02hhX + %02hhX) / %02hhX = %02hhX", area_norm, subtype_base, area_length, item.data1[2]);
|
|
this->generate_common_weapon_grind(item, (area_norm + subtype_base) - (item.data1[2] * area_length));
|
|
} else {
|
|
item.data1[2] = subtype_base + (area_norm / area_length);
|
|
this->log.info("Resulting subtype: %02hhX + (%02hhX / %02hhX) = %02hhX", subtype_base, area_norm, area_length, item.data1[2]);
|
|
this->generate_common_weapon_grind(item, area_norm - (area_norm / area_length) * area_length);
|
|
}
|
|
this->generate_common_weapon_bonuses(item, area_norm);
|
|
this->generate_common_weapon_special(item, area_norm);
|
|
this->set_item_unidentified_flag_if_not_challenge(item);
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_common_weapon_grind(ItemData& item, uint8_t offset_within_subtype_range) {
|
|
if (item.data1[0] == 0) {
|
|
uint8_t offset = clamp<uint8_t>(offset_within_subtype_range, 0, 3);
|
|
item.data1[3] = this->get_rand_from_weighted_tables_2d_vertical(this->pt->grind_prob_table, offset);
|
|
this->log.info("Generated grind %02hhX from offset within subtype range %02hhX", item.data1[3], offset_within_subtype_range);
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_common_weapon_special(ItemData& item, uint8_t area_norm) {
|
|
if (item.data1[0] != 0) {
|
|
return;
|
|
}
|
|
if (this->item_parameter_table->is_item_rare(item)) {
|
|
this->log.info("Item is rare; skipping special generation");
|
|
return;
|
|
}
|
|
uint8_t special_mult = this->pt->special_mult.at(area_norm);
|
|
if (special_mult == 0) {
|
|
this->log.info("Special multiplier is zero for area_norm %02hhX; skipping special generation", area_norm);
|
|
return;
|
|
}
|
|
uint8_t det = this->rand_int(100);
|
|
uint8_t prob = this->pt->special_percent.at(area_norm);
|
|
if (det >= prob) {
|
|
this->log.info("Special not chosen (%02hhX > %02hhX)", det, prob);
|
|
return;
|
|
}
|
|
item.data1[4] = this->choose_weapon_special(special_mult * this->rand_float_0_1_from_crypt());
|
|
}
|
|
|
|
uint8_t ItemCreator::choose_weapon_special(uint8_t det) {
|
|
if (det >= 4) {
|
|
this->log.info("Special not chosen (det %02hhX >= 4)", det);
|
|
return 0;
|
|
}
|
|
|
|
static const uint8_t maxes[4] = {8, 10, 11, 11};
|
|
uint8_t det2 = this->rand_int(maxes[det]);
|
|
this->log.info("Choosing special with det %02hhX and det2 %02hhX", det, det2);
|
|
size_t index = 0;
|
|
for (size_t z = 1; z < this->item_parameter_table->num_specials; z++) {
|
|
if (det + 1 == this->item_parameter_table->get_special_stars(z)) {
|
|
if (index == det2) {
|
|
this->log.info("Chose special %02zX", z);
|
|
return z;
|
|
} else {
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
this->log.info("No special was eligible");
|
|
return 0;
|
|
}
|
|
|
|
void ItemCreator::generate_unit_stars_tables() {
|
|
// Note: This part of the function was originally in a different function,
|
|
// since it had another callsite. Unlike the original code, we generate these
|
|
// tables only once at construction time, so we've inlined the function here.
|
|
|
|
size_t star_base_index;
|
|
uint8_t num_units;
|
|
switch (this->version) {
|
|
case Version::PC_PATCH:
|
|
case Version::BB_PATCH:
|
|
case Version::GC_NTE:
|
|
throw logic_error("unknown parameters for version");
|
|
case Version::GC_EP3_TRIAL_EDITION:
|
|
case Version::GC_EP3:
|
|
throw logic_error("ItemCreator cannot be created for Episode 3 games");
|
|
case Version::DC_NTE:
|
|
case Version::DC_V1_11_2000_PROTOTYPE:
|
|
case Version::DC_V1:
|
|
case Version::DC_V2:
|
|
case Version::PC_V2:
|
|
star_base_index = 0x1D1;
|
|
num_units = 0x44;
|
|
break;
|
|
case Version::GC_V3:
|
|
case Version::XB_V3:
|
|
star_base_index = 0x2AF;
|
|
num_units = 0x48;
|
|
break;
|
|
case Version::BB_V4:
|
|
star_base_index = 0x37D;
|
|
num_units = 0x64;
|
|
break;
|
|
default:
|
|
throw logic_error("invalid game version");
|
|
}
|
|
|
|
for (auto& vec : this->unit_results_by_star_count) {
|
|
vec.clear();
|
|
}
|
|
|
|
for (uint8_t z = 0; z < num_units; z++) {
|
|
uint8_t stars = this->item_parameter_table->get_item_stars(z + star_base_index);
|
|
if (z < 0x10) {
|
|
// Units 00-0F can have modifiers; others can't
|
|
this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -2});
|
|
this->unit_results_by_star_count.at(stars - 1).emplace_back(UnitResult{z, -1});
|
|
this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 1});
|
|
this->unit_results_by_star_count.at(stars + 1).emplace_back(UnitResult{z, 2});
|
|
}
|
|
this->unit_results_by_star_count.at(stars).emplace_back(UnitResult{z, 0});
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_common_unit_variances(uint8_t stars, ItemData& item) {
|
|
if (stars >= 0x0D) {
|
|
return;
|
|
}
|
|
item.clear();
|
|
|
|
const auto& results = this->unit_results_by_star_count.at(stars);
|
|
if (results.empty()) {
|
|
this->log.info("There are no available units with %hhu stars", stars);
|
|
return;
|
|
}
|
|
|
|
const auto& result = (results.size() == 1) ? results[0] : results[this->rand_int(results.size())];
|
|
item.data1[0] = 0x01;
|
|
item.data1[1] = 0x03;
|
|
item.data1[2] = result.unit;
|
|
if (result.modifier) {
|
|
const auto& def = this->item_parameter_table->get_unit(result.unit);
|
|
item.set_unit_bonus(def.modifier_amount * result.modifier);
|
|
}
|
|
this->log.info("Generated unit %02hhX with modifier %hhd, from %zu choices with %hhu stars",
|
|
result.unit, result.modifier, results.size(), stars);
|
|
}
|
|
|
|
// Returns a weighted random result, indicating the chosen position in the
|
|
// weighted table.
|
|
//
|
|
// For example, an input table of 40 40 40 40 would be equally likely to return
|
|
// 0, 1, 2, or 3. An input table of 40 40 80 would return 2 50% of the time, and
|
|
// 0 or 1 each 25% of the time.
|
|
template <typename IntT>
|
|
IntT ItemCreator::get_rand_from_weighted_tables(const IntT* tables, size_t offset, size_t num_values, size_t stride) {
|
|
uint64_t rand_max = 0;
|
|
for (size_t x = 0; x != num_values; x++) {
|
|
rand_max += tables[x * stride + offset];
|
|
}
|
|
if (rand_max == 0) {
|
|
throw runtime_error("weighted table is empty");
|
|
}
|
|
|
|
uint32_t x = this->rand_int(rand_max);
|
|
for (size_t z = 0; z < num_values; z++) {
|
|
IntT table_value = tables[z * stride + offset];
|
|
if (x < table_value) {
|
|
return z;
|
|
}
|
|
x -= table_value;
|
|
}
|
|
throw logic_error("selector was not less than rand_max");
|
|
}
|
|
|
|
template <typename IntT, size_t X>
|
|
IntT ItemCreator::get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables) {
|
|
return ItemCreator::get_rand_from_weighted_tables<IntT>(tables.data(), 0, X, 1);
|
|
}
|
|
|
|
template <typename IntT, size_t X, size_t Y>
|
|
IntT ItemCreator::get_rand_from_weighted_tables_2d_vertical(const parray<parray<IntT, X>, Y>& tables, size_t offset) {
|
|
return ItemCreator::get_rand_from_weighted_tables<IntT>(tables[0].data(), offset, Y, X);
|
|
}
|
|
|
|
vector<ItemData> ItemCreator::generate_armor_shop_contents(size_t player_level) {
|
|
vector<ItemData> shop;
|
|
this->generate_armor_shop_armors(shop, player_level);
|
|
this->generate_armor_shop_shields(shop, player_level);
|
|
this->generate_armor_shop_units(shop, player_level);
|
|
return shop;
|
|
}
|
|
|
|
size_t ItemCreator::get_table_index_for_armor_shop(
|
|
size_t player_level) {
|
|
if (player_level < 11) {
|
|
return 0;
|
|
} else if (player_level < 26) {
|
|
return 1;
|
|
} else if (player_level < 43) {
|
|
return 2;
|
|
} else if (player_level < 61) {
|
|
return 3;
|
|
} else {
|
|
return 4;
|
|
}
|
|
}
|
|
|
|
bool ItemCreator::shop_does_not_contain_duplicate_armor(
|
|
const vector<ItemData>& shop, const ItemData& item) {
|
|
for (const auto& shop_item : shop) {
|
|
if ((shop_item.data1[0] == item.data1[0]) &&
|
|
(shop_item.data1[1] == item.data1[1]) &&
|
|
(shop_item.data1[2] == item.data1[2]) &&
|
|
(shop_item.data1[5] == item.data1[5])) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool ItemCreator::shop_does_not_contain_duplicate_tech_disk(
|
|
const vector<ItemData>& shop, const ItemData& item) {
|
|
for (const auto& shop_item : shop) {
|
|
if ((shop_item.data1[0] == item.data1[0]) &&
|
|
(shop_item.data1[1] == item.data1[1]) &&
|
|
(shop_item.data1[2] == item.data1[2]) &&
|
|
(shop_item.data1[4] == item.data1[4])) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool ItemCreator::shop_does_not_contain_duplicate_or_too_many_similar_weapons(
|
|
const vector<ItemData>& shop, const ItemData& item) {
|
|
size_t similar_items = 0;
|
|
for (const auto& shop_item : shop) {
|
|
// Disallow exact matches
|
|
if (shop_item == item) {
|
|
return false;
|
|
}
|
|
|
|
if ((shop_item.data1[0] == item.data1[0]) &&
|
|
(shop_item.data1[1] == item.data1[1])) {
|
|
similar_items++;
|
|
if (similar_items >= 2) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool ItemCreator::shop_does_not_contain_duplicate_item_by_primary_identifier(
|
|
const vector<ItemData>& shop, const ItemData& item) {
|
|
for (const auto& shop_item : shop) {
|
|
if ((shop_item.data1[0] == item.data1[0]) &&
|
|
(shop_item.data1[1] == item.data1[1]) &&
|
|
(shop_item.data1[2] == item.data1[2])) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ItemCreator::generate_armor_shop_armors(
|
|
vector<ItemData>& shop, size_t player_level) {
|
|
size_t num_items;
|
|
if (player_level < 11) {
|
|
num_items = 4;
|
|
} else if (player_level < 26) {
|
|
num_items = 6;
|
|
} else {
|
|
// Note: The original code has another case here that can result in 8 items,
|
|
// but that overflows BB's shop item list command, so we omit it here.
|
|
num_items = 7;
|
|
}
|
|
size_t table_index = this->get_table_index_for_armor_shop(player_level);
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
auto src_table = this->armor_random_set->get_armor_table(table_index);
|
|
for (size_t z = 0; z < src_table.second; z++) {
|
|
for (size_t y = 0; y < src_table.first[z].weight; y++) {
|
|
pt.push(src_table.first[z].value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
for (size_t items_generated = 0; items_generated < num_items;) {
|
|
ItemData item;
|
|
item.data1[0] = 1;
|
|
item.data1[1] = 1;
|
|
item.data1[2] = pt.pop();
|
|
|
|
if ((this->difficulty == 3) && (player_level > 99)) {
|
|
if (player_level > 150) {
|
|
item.data1[2] += 3;
|
|
} else if (player_level >= 100) {
|
|
item.data1[2] += 2;
|
|
}
|
|
}
|
|
|
|
this->generate_common_armor_slot_count(item);
|
|
if (this->shop_does_not_contain_duplicate_armor(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
items_generated++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_armor_shop_shields(vector<ItemData>& shop, size_t player_level) {
|
|
size_t num_items;
|
|
if (player_level < 11) {
|
|
num_items = 4;
|
|
} else if (player_level < 26) {
|
|
num_items = 5;
|
|
} else if (player_level < 42) {
|
|
num_items = 6;
|
|
} else {
|
|
num_items = 7;
|
|
}
|
|
size_t table_index = this->get_table_index_for_armor_shop(player_level);
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
auto src_table = this->armor_random_set->get_shield_table(table_index);
|
|
for (size_t z = 0; z < src_table.second; z++) {
|
|
for (size_t y = 0; y < src_table.first[z].weight; y++) {
|
|
pt.push(src_table.first[z].value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
for (size_t items_generated = 0; items_generated < num_items;) {
|
|
ItemData item;
|
|
item.data1[0] = 1;
|
|
item.data1[1] = 2;
|
|
item.data1[2] = pt.pop();
|
|
|
|
if ((this->difficulty == 3) && (player_level > 99)) {
|
|
if (player_level > 150) {
|
|
item.data1[2] += 3;
|
|
} else if (player_level >= 100) {
|
|
item.data1[2] += 2;
|
|
}
|
|
}
|
|
|
|
if (this->shop_does_not_contain_duplicate_item_by_primary_identifier(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
items_generated++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_armor_shop_units(vector<ItemData>& shop, size_t player_level) {
|
|
size_t num_items;
|
|
if (player_level < 11) {
|
|
return; // num_items = 0
|
|
} else if (player_level < 26) {
|
|
num_items = 3;
|
|
} else if (player_level < 43) {
|
|
num_items = 5;
|
|
} else {
|
|
num_items = 6;
|
|
}
|
|
size_t table_index = this->get_table_index_for_armor_shop(player_level);
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
auto src_table = this->armor_random_set->get_unit_table(table_index);
|
|
for (size_t z = 0; z < src_table.second; z++) {
|
|
for (size_t y = 0; y < src_table.first[z].weight; y++) {
|
|
pt.push(src_table.first[z].value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
for (size_t items_generated = 0; items_generated < num_items;) {
|
|
ItemData item;
|
|
item.data1[0] = 1;
|
|
item.data1[1] = 3;
|
|
item.data1[2] = pt.pop();
|
|
if (this->shop_does_not_contain_duplicate_item_by_primary_identifier(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
items_generated++;
|
|
}
|
|
}
|
|
}
|
|
|
|
vector<ItemData> ItemCreator::generate_tool_shop_contents(size_t player_level) {
|
|
vector<ItemData> shop;
|
|
this->generate_common_tool_shop_recovery_items(shop, player_level);
|
|
this->generate_rare_tool_shop_recovery_items(shop, player_level);
|
|
this->generate_tool_shop_tech_disks(shop, player_level);
|
|
sort(shop.begin(), shop.end(), ItemData::compare_for_sort);
|
|
return shop;
|
|
}
|
|
|
|
size_t ItemCreator::get_table_index_for_tool_shop(size_t player_level) {
|
|
if (player_level < 11) {
|
|
return 0;
|
|
} else if (player_level < 26) {
|
|
return 1;
|
|
} else if (player_level < 43) {
|
|
return 2;
|
|
} else if (player_level < 61) {
|
|
return 3;
|
|
} else {
|
|
return 4;
|
|
}
|
|
}
|
|
|
|
static const vector<pair<uint8_t, uint8_t>> tool_item_defs({
|
|
{0x00, 0x00},
|
|
{0x00, 0x01},
|
|
{0x00, 0x02},
|
|
{0x01, 0x00},
|
|
{0x01, 0x01},
|
|
{0x01, 0x02},
|
|
{0x06, 0x00},
|
|
{0x06, 0x01},
|
|
{0x03, 0x00},
|
|
{0x04, 0x00},
|
|
{0x05, 0x00},
|
|
{0x07, 0x00},
|
|
{0x08, 0x00},
|
|
{0x09, 0x00},
|
|
{0x0A, 0x00},
|
|
{0xFF, 0xFF},
|
|
});
|
|
|
|
void ItemCreator::generate_common_tool_shop_recovery_items(
|
|
vector<ItemData>& shop, size_t player_level) {
|
|
size_t table_index;
|
|
if (player_level < 11) {
|
|
table_index = 0;
|
|
} else if (player_level < 26) {
|
|
table_index = 1;
|
|
} else if (player_level < 45) {
|
|
table_index = 2;
|
|
} else if (player_level < 61) {
|
|
table_index = 3;
|
|
} else if (player_level < 100) {
|
|
table_index = 4;
|
|
} else {
|
|
table_index = 5;
|
|
}
|
|
|
|
auto table = this->tool_random_set->get_common_recovery_table(table_index);
|
|
for (size_t z = 0; z < table.second; z++) {
|
|
uint8_t type = table.first[z];
|
|
if (type == 0x0F) {
|
|
continue;
|
|
}
|
|
|
|
auto& item = shop.emplace_back();
|
|
item.data1[0] = 3;
|
|
item.data1[1] = tool_item_defs[type].first;
|
|
item.data1[2] = tool_item_defs[type].second;
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_rare_tool_shop_recovery_items(
|
|
vector<ItemData>& shop, size_t player_level) {
|
|
if (player_level < 11) {
|
|
return;
|
|
}
|
|
static constexpr size_t num_items = 2;
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
size_t table_index = this->get_table_index_for_tool_shop(player_level);
|
|
auto table = this->tool_random_set->get_rare_recovery_table(table_index);
|
|
for (size_t z = 0; z < table.second; z++) {
|
|
const auto& e = table.first[z];
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
size_t effective_num_items = num_items;
|
|
size_t items_generated = 0;
|
|
while (items_generated < effective_num_items) {
|
|
uint8_t type = pt.pop();
|
|
if (type == 0x0F) {
|
|
if (effective_num_items == num_items) {
|
|
effective_num_items--;
|
|
}
|
|
} else {
|
|
ItemData item;
|
|
item.data1[0] = 3;
|
|
item.data1[1] = tool_item_defs[type].first;
|
|
item.data1[2] = tool_item_defs[type].second;
|
|
if (this->shop_does_not_contain_duplicate_item_by_primary_identifier(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
items_generated++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_tool_shop_tech_disks(vector<ItemData>& shop, size_t player_level) {
|
|
size_t num_items;
|
|
if (player_level < 11) {
|
|
num_items = 4;
|
|
} else if (player_level < 43) {
|
|
num_items = 5;
|
|
} else {
|
|
num_items = 7;
|
|
}
|
|
|
|
size_t table_index = this->get_table_index_for_tool_shop(player_level);
|
|
auto table = this->tool_random_set->get_tech_disk_table(table_index);
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
for (size_t z = 0; z < table.second; z++) {
|
|
const auto& e = table.first[z];
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
static const array<uint8_t, 0x13> tech_num_map = {
|
|
0x00, 0x03, 0x06, 0x0F, 0x10, 0x0D, 0x0A, 0x0B, 0x0C, 0x01, 0x04, 0x07,
|
|
0x0E, 0x11, 0x02, 0x05, 0x08, 0x09, 0x12};
|
|
|
|
size_t items_generated = 0;
|
|
while (items_generated < num_items) {
|
|
uint8_t tech_num_index = pt.pop();
|
|
ItemData item;
|
|
item.data1[0] = 3;
|
|
item.data1[1] = 2;
|
|
item.data1[4] = tech_num_map.at(tech_num_index);
|
|
this->choose_tech_disk_level_for_tool_shop(item, player_level, tech_num_index);
|
|
if (this->shop_does_not_contain_duplicate_tech_disk(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
items_generated++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ItemCreator::choose_tech_disk_level_for_tool_shop(
|
|
ItemData& item, size_t player_level, uint8_t tech_num_index) {
|
|
size_t table_index = this->get_table_index_for_tool_shop(player_level);
|
|
auto table = this->tool_random_set->get_tech_disk_level_table(table_index);
|
|
if (tech_num_index >= table.second) {
|
|
throw runtime_error("technique number out of range");
|
|
}
|
|
const auto& e = table.first[tech_num_index];
|
|
|
|
switch (e.mode) {
|
|
case ToolRandomSet::TechDiskLevelEntry::Mode::LEVEL_1:
|
|
item.data1[2] = 0;
|
|
break;
|
|
case ToolRandomSet::TechDiskLevelEntry::Mode::PLAYER_LEVEL_DIVISOR:
|
|
item.data1[2] = clamp<ssize_t>(
|
|
(min<size_t>(player_level, 99) / e.player_level_divisor_or_min_level) - 1, 0, 14);
|
|
break;
|
|
case ToolRandomSet::TechDiskLevelEntry::Mode::RANDOM_IN_RANGE: {
|
|
// Note: This logic does not give a uniform distribution - if the minimum
|
|
// level is not zero (level 1), then the minimum level is more likely than
|
|
// all the other levels. This behavior matches the client's logic, though
|
|
// it's unclear if this nonuniformity was intentional.
|
|
int16_t min_level = max<int16_t>(e.player_level_divisor_or_min_level - 1, 0);
|
|
item.data1[2] = clamp<int16_t>(this->rand_int(e.max_level), min_level, 14);
|
|
break;
|
|
}
|
|
default:
|
|
throw logic_error("invalid tech disk level mode");
|
|
}
|
|
}
|
|
|
|
vector<ItemData> ItemCreator::generate_weapon_shop_contents(size_t player_level) {
|
|
size_t num_items;
|
|
if (player_level < 11) {
|
|
num_items = 10;
|
|
} else if (player_level < 43) {
|
|
num_items = 12;
|
|
} else {
|
|
num_items = 16;
|
|
}
|
|
|
|
size_t table_index;
|
|
if (this->difficulty == 3) {
|
|
if (player_level < 11) {
|
|
table_index = 0;
|
|
} else if (player_level < 26) {
|
|
table_index = 1;
|
|
} else if (player_level < 43) {
|
|
table_index = 2;
|
|
} else if (player_level < 61) {
|
|
table_index = 3;
|
|
} else if (player_level < 100) {
|
|
table_index = 4;
|
|
} else if (player_level < 151) {
|
|
table_index = 5;
|
|
} else {
|
|
table_index = 6;
|
|
}
|
|
} else {
|
|
if (player_level < 11) {
|
|
table_index = 0;
|
|
} else if (player_level < 26) {
|
|
table_index = 1;
|
|
} else if (player_level < 43) {
|
|
table_index = 2;
|
|
} else if (player_level < 61) {
|
|
table_index = 3;
|
|
} else {
|
|
table_index = 4;
|
|
}
|
|
}
|
|
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
auto table = this->weapon_random_set->get_weapon_type_table(table_index);
|
|
for (size_t z = 0; z < table.second; z++) {
|
|
const auto& e = table.first[z];
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
vector<ItemData> shop;
|
|
while (shop.size() < num_items) {
|
|
ItemData item;
|
|
|
|
uint8_t which = pt.pop();
|
|
if (which == 0x39) {
|
|
static const vector<pair<uint8_t, uint8_t>> defs({
|
|
{0x28, 0x00},
|
|
{0x2A, 0x00},
|
|
{0x2B, 0x00},
|
|
{0x35, 0x00},
|
|
{0x52, 0x00},
|
|
{0x48, 0x00},
|
|
{0x64, 0x00},
|
|
{0x59, 0x00},
|
|
{0x8A, 0x00},
|
|
{0x99, 0x00},
|
|
});
|
|
const auto& def = defs.at(this->section_id);
|
|
item.data1[0] = 0;
|
|
item.data1[1] = def.first;
|
|
item.data1[2] = def.second;
|
|
|
|
} else if (which == 0x3A) {
|
|
static const vector<pair<uint8_t, uint8_t>> defs({
|
|
{0x99, 0x00},
|
|
{0x64, 0x00},
|
|
{0x8A, 0x00},
|
|
{0x28, 0x00},
|
|
{0x59, 0x00},
|
|
{0x2B, 0x00},
|
|
{0x52, 0x00},
|
|
{0x2A, 0x00},
|
|
{0x48, 0x00},
|
|
{0x35, 0x00},
|
|
});
|
|
const auto& def = defs.at(this->section_id);
|
|
item.data1[0] = 0;
|
|
item.data1[1] = def.first;
|
|
item.data1[2] = def.second;
|
|
|
|
} else {
|
|
static const vector<pair<uint8_t, uint8_t>> defs({
|
|
{0x01, 0x00},
|
|
{0x01, 0x01},
|
|
{0x01, 0x02},
|
|
{0x01, 0x03},
|
|
{0x01, 0x04},
|
|
{0x03, 0x00},
|
|
{0x03, 0x01},
|
|
{0x03, 0x02},
|
|
{0x03, 0x03},
|
|
{0x03, 0x04},
|
|
{0x02, 0x00},
|
|
{0x02, 0x01},
|
|
{0x02, 0x02},
|
|
{0x02, 0x03},
|
|
{0x02, 0x04},
|
|
{0x05, 0x00},
|
|
{0x05, 0x01},
|
|
{0x05, 0x02},
|
|
{0x05, 0x03},
|
|
{0x05, 0x04},
|
|
{0x04, 0x00},
|
|
{0x04, 0x01},
|
|
{0x04, 0x02},
|
|
{0x04, 0x03},
|
|
{0x04, 0x04},
|
|
{0x06, 0x00},
|
|
{0x06, 0x01},
|
|
{0x06, 0x02},
|
|
{0x06, 0x03},
|
|
{0x06, 0x04},
|
|
{0x07, 0x00},
|
|
{0x07, 0x01},
|
|
{0x07, 0x02},
|
|
{0x07, 0x03},
|
|
{0x07, 0x04},
|
|
{0x08, 0x00},
|
|
{0x08, 0x01},
|
|
{0x08, 0x02},
|
|
{0x08, 0x03},
|
|
{0x08, 0x04},
|
|
{0x09, 0x00},
|
|
{0x09, 0x01},
|
|
{0x09, 0x02},
|
|
{0x09, 0x03},
|
|
{0x09, 0x04},
|
|
{0x0A, 0x00},
|
|
{0x0A, 0x01},
|
|
{0x0A, 0x02},
|
|
{0x0A, 0x03},
|
|
{0x0B, 0x00},
|
|
{0x0B, 0x01},
|
|
{0x0B, 0x02},
|
|
{0x0B, 0x03},
|
|
{0x0C, 0x00},
|
|
{0x0C, 0x01},
|
|
{0x0C, 0x02},
|
|
{0x0C, 0x03},
|
|
{0xFF, 0xFF},
|
|
{0xFF, 0xFF},
|
|
{0x01, 0x05},
|
|
{0x02, 0x05},
|
|
{0x06, 0x05},
|
|
{0x08, 0x05},
|
|
{0x0A, 0x04},
|
|
{0x0C, 0x04},
|
|
{0x0B, 0x04},
|
|
{0x01, 0x06},
|
|
{0x03, 0x05},
|
|
{0x07, 0x05},
|
|
{0x0A, 0x05},
|
|
{0x0C, 0x05},
|
|
{0x0B, 0x05},
|
|
});
|
|
const auto& def = defs.at(which);
|
|
item.data1[0] = 0;
|
|
item.data1[1] = def.first;
|
|
item.data1[2] = def.second;
|
|
}
|
|
|
|
this->generate_weapon_shop_item_grind(item, player_level);
|
|
this->generate_weapon_shop_item_special(item, player_level);
|
|
this->generate_weapon_shop_item_bonus1(item, player_level);
|
|
this->generate_weapon_shop_item_bonus2(item, player_level);
|
|
item.data1[10] = 0;
|
|
item.data1[11] = 0;
|
|
|
|
if (this->shop_does_not_contain_duplicate_or_too_many_similar_weapons(shop, item)) {
|
|
shop.emplace_back(std::move(item));
|
|
}
|
|
}
|
|
|
|
sort(shop.begin(), shop.end(), ItemData::compare_for_sort);
|
|
return shop;
|
|
}
|
|
|
|
void ItemCreator::generate_weapon_shop_item_grind(ItemData& item, size_t player_level) {
|
|
size_t table_index;
|
|
if (player_level < 4) {
|
|
table_index = 0;
|
|
} else if (player_level < 11) {
|
|
table_index = 1;
|
|
} else if (player_level < 26) {
|
|
table_index = 2;
|
|
} else if (player_level < 41) {
|
|
table_index = 3;
|
|
} else if (player_level < 56) {
|
|
table_index = 4;
|
|
} else {
|
|
table_index = 5;
|
|
}
|
|
|
|
uint8_t favored_weapon = favored_weapon_by_section_id.at(this->section_id);
|
|
bool is_favored = (favored_weapon != 0xFF) && (item.data1[1] == favored_weapon);
|
|
const auto* range = is_favored
|
|
? this->weapon_random_set->get_favored_grind_range(table_index)
|
|
: this->weapon_random_set->get_standard_grind_range(table_index);
|
|
|
|
const auto& weapon_def = this->item_parameter_table->get_weapon(
|
|
item.data1[1], item.data1[2]);
|
|
item.data1[3] = clamp<uint8_t>(
|
|
this->rand_int(range->max + 1), range->min, weapon_def.max_grind);
|
|
}
|
|
|
|
void ItemCreator::generate_weapon_shop_item_special(ItemData& item, size_t player_level) {
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
|
|
size_t table_index;
|
|
if (player_level < 11) {
|
|
table_index = 0;
|
|
} else if (player_level < 18) {
|
|
table_index = 1;
|
|
} else if (player_level < 26) {
|
|
table_index = 2;
|
|
} else if (player_level < 36) {
|
|
table_index = 3;
|
|
} else if (player_level < 46) {
|
|
table_index = 4;
|
|
} else if (player_level < 61) {
|
|
table_index = 5;
|
|
} else if (player_level < 76) {
|
|
table_index = 6;
|
|
} else {
|
|
table_index = 7;
|
|
}
|
|
|
|
const auto* table = this->weapon_random_set->get_special_mode_table(table_index);
|
|
for (size_t z = 0; z < table->size(); z++) {
|
|
const auto& e = table->at(z);
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
|
|
// Note: The original code shuffles pt and then pops a single value from it.
|
|
// For simplicity, we just sample a single value (and don't pop it) instead.
|
|
switch (pt.sample(this->random_crypt)) {
|
|
case 0:
|
|
item.data1[4] = 0;
|
|
break;
|
|
case 1:
|
|
item.data1[4] = this->choose_weapon_special(0);
|
|
break;
|
|
case 2:
|
|
item.data1[4] = this->choose_weapon_special(1);
|
|
break;
|
|
default:
|
|
throw runtime_error("invalid special mode");
|
|
}
|
|
}
|
|
|
|
static const array<int8_t, 20> bonus_values = {
|
|
-50, -45, -40, -35, -30, -25, -20, -15, -10, -5, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50};
|
|
|
|
void ItemCreator::generate_weapon_shop_item_bonus1(
|
|
ItemData& item, size_t player_level) {
|
|
size_t table_index;
|
|
if (player_level < 4) {
|
|
table_index = 0;
|
|
} else if (player_level < 11) {
|
|
table_index = 1;
|
|
} else if (player_level < 18) {
|
|
table_index = 2;
|
|
} else if (player_level < 26) {
|
|
table_index = 3;
|
|
} else if (player_level < 36) {
|
|
table_index = 4;
|
|
} else if (player_level < 46) {
|
|
table_index = 5;
|
|
} else if (player_level < 61) {
|
|
table_index = 6;
|
|
} else if (player_level < 76) {
|
|
table_index = 7;
|
|
} else {
|
|
table_index = 8;
|
|
}
|
|
|
|
const auto* type_table = this->weapon_random_set->get_bonus_type_table(0, table_index);
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
for (size_t z = 0; z < type_table->size(); z++) {
|
|
const auto& e = type_table->at(z);
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
|
|
// Note: The original code shuffles pt and then pops a single value from it.
|
|
// For simplicity, we just sample a single value (and don't pop it) instead.
|
|
item.data1[6] = pt.sample(this->random_crypt);
|
|
if (item.data1[6] == 0) {
|
|
item.data1[7] = 0;
|
|
|
|
} else {
|
|
const auto* range = this->weapon_random_set->get_bonus_range(0, table_index);
|
|
item.data1[7] = bonus_values.at(max<size_t>(
|
|
this->rand_int(range->max + 1), range->min));
|
|
}
|
|
}
|
|
|
|
void ItemCreator::generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level) {
|
|
size_t table_index;
|
|
if (player_level < 6) {
|
|
table_index = 0;
|
|
} else if (player_level < 11) {
|
|
table_index = 1;
|
|
} else if (player_level < 18) {
|
|
table_index = 2;
|
|
} else if (player_level < 26) {
|
|
table_index = 3;
|
|
} else if (player_level < 36) {
|
|
table_index = 4;
|
|
} else if (player_level < 46) {
|
|
table_index = 5;
|
|
} else if (player_level < 61) {
|
|
table_index = 6;
|
|
} else if (player_level < 76) {
|
|
table_index = 7;
|
|
} else {
|
|
table_index = 8;
|
|
}
|
|
|
|
const auto* type_table = this->weapon_random_set->get_bonus_type_table(1, table_index);
|
|
ProbabilityTable<uint8_t, 100> pt;
|
|
for (size_t z = 0; z < type_table->size(); z++) {
|
|
const auto& e = type_table->at(z);
|
|
for (size_t y = 0; y < e.weight; y++) {
|
|
pt.push(e.value);
|
|
}
|
|
}
|
|
pt.shuffle(this->random_crypt);
|
|
|
|
do {
|
|
item.data1[8] = pt.pop();
|
|
} while ((item.data1[8] != 0) && (item.data1[8] == item.data1[6]));
|
|
|
|
if (item.data1[8] == 0) {
|
|
item.data1[9] = 0;
|
|
|
|
} else {
|
|
const auto* range = this->weapon_random_set->get_bonus_range(1, table_index);
|
|
item.data1[9] = bonus_values.at(max<size_t>(
|
|
this->rand_int(range->max + 1), range->min));
|
|
}
|
|
}
|
|
|
|
ItemData ItemCreator::on_specialized_box_item_drop(
|
|
uint16_t entity_id, uint8_t area, float def_z, uint32_t def0, uint32_t def1, uint32_t def2) {
|
|
if (this->destroyed_boxes.count(entity_id)) {
|
|
return ItemData();
|
|
}
|
|
|
|
ItemData item = this->base_item_for_specialized_box(def0, def1, def2);
|
|
if (def_z == 0.0f) {
|
|
uint16_t type = item.data1w[0];
|
|
item.clear();
|
|
item.data1w[0] = type;
|
|
this->generate_common_item_variances(this->normalize_area_number(area), item);
|
|
}
|
|
return item;
|
|
}
|
|
|
|
ItemData ItemCreator::base_item_for_specialized_box(uint32_t def0, uint32_t def1, uint32_t def2) {
|
|
ItemData item;
|
|
item.data1[0] = (def0 >> 0x18) & 0x0F;
|
|
item.data1[1] = (def0 >> 0x10) + ((item.data1[0] == 0x00) || (item.data1[0] == 0x01));
|
|
item.data1[2] = def0 >> 8;
|
|
|
|
switch (item.data1[0]) {
|
|
case 0x00:
|
|
item.data1[3] = (def1 >> 0x18) & 0xFF;
|
|
item.data1[4] = def0 & 0xFF;
|
|
item.data1[6] = (def1 >> 8) & 0xFF;
|
|
item.data1[7] = def1 & 0xFF;
|
|
item.data1[8] = (def2 >> 0x18) & 0xFF;
|
|
item.data1[9] = (def2 >> 0x10) & 0xFF;
|
|
item.data1[10] = (def2 >> 8) & 0xFF;
|
|
item.data1[11] = def2 & 0xFF;
|
|
break;
|
|
case 0x01:
|
|
item.data1[3] = (def1 >> 0x18) & 0xFF;
|
|
item.data1[4] = (def1 >> 0x10) & 0xFF;
|
|
item.data1[5] = def0 & 0xFF;
|
|
break;
|
|
case 0x02:
|
|
item.assign_mag_stats(ItemMagStats());
|
|
break;
|
|
case 0x03:
|
|
if (item.data1[1] == 0x02) {
|
|
item.data1[4] = def0 & 0xFF;
|
|
}
|
|
item.set_tool_item_amount(1);
|
|
break;
|
|
case 0x04:
|
|
item.data2d = ((def1 >> 0x10) & 0xFFFF) * 10;
|
|
break;
|
|
|
|
default:
|
|
throw runtime_error("invalid item class");
|
|
}
|
|
|
|
return item;
|
|
}
|
|
|
|
ssize_t ItemCreator::apply_tekker_deltas(ItemData& item, uint8_t section_id) {
|
|
if (item.data1[0] != 0) {
|
|
throw runtime_error("tekker deltas can only be applied to weapons");
|
|
}
|
|
|
|
static const array<int8_t, 11> delta_table = {-10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10};
|
|
|
|
bool favored = item.data1[1] == favored_weapon_by_section_id[section_id];
|
|
ssize_t luck = 0;
|
|
|
|
this->log.info("Applying tekker deltas for %s weapon", favored ? "favored" : "non-favored");
|
|
|
|
// Adjust the weapon's special
|
|
{
|
|
const auto& prob_table = this->tekker_adjustment_set->get_special_upgrade_prob_table(section_id, favored);
|
|
uint8_t delta_index = prob_table.sample(this->random_crypt);
|
|
int8_t delta = delta_table.at(delta_index);
|
|
this->log.info("(Special) Delta index %hhu, delta %hhd", delta_index, delta);
|
|
// Note: The original code checks specifically for -1 and +1 here, but the
|
|
// data files only include delta_indexes 4, 5, and 6 (which correspond to -1,
|
|
// 0, and 1) anyway, so we just check for positive and negative numbers
|
|
// instead. When using the original JudgeItem.rel file, the behavior should
|
|
// be the same, but this feels more correct.
|
|
try {
|
|
uint8_t new_special;
|
|
if (delta < 0) {
|
|
new_special = item.data1[4] - 1;
|
|
} else if (delta > 0) {
|
|
new_special = item.data1[4] + 1;
|
|
} else {
|
|
new_special = item.data1[4];
|
|
}
|
|
if ((new_special != item.data1[4]) &&
|
|
(this->item_parameter_table->get_special(item.data1[4]).type ==
|
|
this->item_parameter_table->get_special(new_special).type)) {
|
|
this->log.info("(Special) Delta canceled because it would change special category");
|
|
item.data1[4] = new_special;
|
|
}
|
|
} catch (const runtime_error&) {
|
|
// Invalid special number passed to get_special; just ignore it
|
|
}
|
|
luck += this->tekker_adjustment_set->get_luck_for_special_upgrade(delta_index);
|
|
this->log.info("(Special) Luck is now %zd", luck);
|
|
}
|
|
|
|
// Adjust the weapon's grind if it's not rare
|
|
if (!this->item_parameter_table->is_item_rare(item)) {
|
|
const auto& weapon_def = this->item_parameter_table->get_weapon(item.data1[1], item.data1[2]);
|
|
const auto& prob_table = this->tekker_adjustment_set->get_grind_delta_prob_table(section_id, favored);
|
|
uint8_t delta_index = prob_table.sample(this->random_crypt);
|
|
int8_t delta = delta_table.at(delta_index);
|
|
this->log.info("(Grind) Delta index %hhu, delta %hhd", delta_index, delta);
|
|
int16_t new_grind = static_cast<int16_t>(item.data1[3]) + static_cast<int16_t>(delta);
|
|
item.data1[3] = clamp<int16_t>(new_grind, 0, weapon_def.max_grind);
|
|
luck += this->tekker_adjustment_set->get_luck_for_grind_delta(delta_index);
|
|
this->log.info("(Grind) Luck is now %zd", luck);
|
|
} else {
|
|
this->log.info("(Grind) Item is rare; skipping grind adjustment");
|
|
}
|
|
|
|
// Adjust the weapon's bonuses
|
|
{
|
|
const auto& prob_table = this->tekker_adjustment_set->get_bonus_delta_prob_table(section_id, favored);
|
|
// Note: The original code really does use the same delta for all three
|
|
// bonuses.
|
|
uint8_t delta_index = prob_table.sample(this->random_crypt);
|
|
int8_t delta = delta_table.at(delta_index);
|
|
this->log.info("(Bonuses) Delta index %hhu, delta %hhd", delta_index, delta);
|
|
// Note: The original code doesn't check if there's actually a bonus in each
|
|
// slot before incrementing the values. Presumably there's a check later
|
|
// that will clear any invalid bonuses, but we don't have such a check, so
|
|
// we need to check here if each bonus is actually present.
|
|
for (size_t z = 6; z <= 10; z += 2) {
|
|
if (item.data1[z] >= 1 && item.data1[z] <= 5) {
|
|
item.data1[z + 1] = min<int8_t>(item.data1[z + 1] + delta, 100);
|
|
}
|
|
}
|
|
luck += this->tekker_adjustment_set->get_luck_for_bonus_delta(delta_index);
|
|
this->log.info("(Bonuses) Luck is now %zd", luck);
|
|
}
|
|
|
|
return luck;
|
|
}
|