Files
psopeeps-newserv/src/ItemCreator.cc
T
2023-03-18 15:37:08 -07:00

1590 lines
47 KiB
C++

#include "ItemCreator.hh"
#include <algorithm>
#include <array>
using namespace std;
ItemCreator::ItemCreator(
shared_ptr<const CommonItemSet> common_item_set,
shared_ptr<const RareItemSet> rare_item_set,
shared_ptr<const ArmorRandomSet> armor_random_set,
shared_ptr<const ToolRandomSet> tool_random_set,
shared_ptr<const WeaponRandomSet> weapon_random_set,
shared_ptr<const ItemParameterTable> item_parameter_table,
Episode episode,
GameMode mode,
uint8_t difficulty,
uint8_t section_id,
uint32_t random_seed,
shared_ptr<const Restrictions> restrictions)
: log("[ItemCreator] "),
episode(episode),
mode(mode),
difficulty(difficulty),
section_id(section_id),
common_item_set(common_item_set),
rare_item_set(rare_item_set),
armor_random_set(armor_random_set),
tool_random_set(tool_random_set),
weapon_random_set(weapon_random_set),
item_parameter_table(item_parameter_table),
pt(&this->common_item_set->get_table(
this->episode, this->mode, this->difficulty, this->section_id)),
rt(&this->rare_item_set->get_table(
this->episode, this->mode, this->difficulty, this->section_id)),
restrictions(restrictions),
random_crypt(random_seed) {
print_data(stderr, this->pt, sizeof(*this->pt));
}
bool ItemCreator::are_rare_drops_allowed() const {
// Note: The client has an additional check here, which appears to be a subtle
// anti-cheating measure. There is a flag on the client, initially zero, which
// is set to 1 when certain unexpected item-related things happen (for
// example, a player possessing a mag with a level above 200). When the flag
// is set, this function returns false, which prevents all rare item drops.
// newserv intentionally does not implement this flag.
return (this->mode != GameMode::CHALLENGE);
}
uint8_t ItemCreator::normalize_area_number(uint8_t area) const {
if (!this->item_drop_sub || (area < 0x10) || (area > 0x11)) {
switch (this->episode) {
case Episode::EP1:
if (area >= 15) {
throw runtime_error("invalid Episode 1 area number");
}
switch (area) {
case 11:
return 3; // Dragon -> Cave 1
case 12:
return 6; // De Rol Le -> Mine 1
case 13:
return 8; // Vol Opt -> Ruins 1
case 14:
return 10; // Dark Falz -> Ruins 3
default:
return area;
}
throw logic_error("this should be impossible");
case Episode::EP2: {
static const vector<uint8_t> area_subs = {
0x01, // 13 (VR Temple Alpha)
0x02, // 14 (VR Temple Beta)
0x03, // 15 (VR Spaceship Alpha)
0x04, // 16 (VR Spaceship Beta)
0x08, // 17 (Central Control Area)
0x05, // 18 (Jungle North)
0x06, // 19 (Jungle South)
0x07, // 1A (Mountain)
0x08, // 1B (Seaside)
0x09, // 1C (Seabed Upper)
0x0A, // 1D (Seabed Lower)
0x09, // 1E (Gal Gryphon)
0x0A, // 1F (Olga Flow)
0x03, // 20 (Barba Ray)
0x05, // 21 (Gol Dragon)
0x08, // 22 (Seaside Night)
0x0A, // 23 (Tower)
};
if ((area >= 0x13) && (area < 0x24)) {
return area_subs.at(area - 0x13);
}
return area;
}
case Episode::EP4:
// TODO: Figure out remaps for Episode 4 (if there are any)
return area;
default:
throw logic_error("invalid episode number");
}
} else {
return this->item_drop_sub->override_area;
}
}
ItemData ItemCreator::on_box_item_drop(uint8_t area) {
return this->on_box_item_drop_with_norm_area(normalize_area_number(area) - 1);
}
ItemData ItemCreator::on_monster_item_drop(uint32_t enemy_type, uint8_t area) {
return this->on_monster_item_drop_with_norm_area(
enemy_type, normalize_area_number(area) - 1);
}
ItemData ItemCreator::on_box_item_drop_with_norm_area(uint8_t area_norm) {
ItemData item = this->check_rare_specs_and_create_rare_box_item(area_norm);
if (item.empty()) {
uint8_t item_class = this->get_rand_from_weighted_tables_2d_vertical(
this->pt->box_item_class_prob_tables, area_norm);
switch (item_class) {
case 0: // Weapon
item.data1[0] = 0;
break;
case 1: // Armor
item.data1[0] = 1;
item.data1[1] = 1;
break;
case 2: // Shield
item.data1[0] = 1;
item.data1[1] = 2;
break;
case 3: // Unit
item.data1[0] = 1;
item.data1[1] = 3;
break;
case 4: // Tool
item.data1[0] = 3;
break;
case 5: // Meseta
item.data1[0] = 4;
break;
case 6: // Nothing
break;
default:
throw logic_error("this should be impossible");
}
this->generate_common_item_variances(area_norm, item);
}
return item;
}
ItemData ItemCreator::on_monster_item_drop_with_norm_area(
uint32_t enemy_type, uint8_t norm_area) {
if (enemy_type > 0x58) {
this->log.info("Invalid enemy type: %" PRIX32, enemy_type);
return ItemData();
}
this->log.info("Enemy type: %" PRIX32, enemy_type);
uint8_t type_drop_prob = this->pt->enemy_type_drop_probs[enemy_type];
uint8_t drop_sample = this->rand_int(100);
if (drop_sample >= type_drop_prob) {
this->log.info("Drop not chosen (%hhu vs. %hhu)", drop_sample, type_drop_prob);
return ItemData();
}
ItemData item = this->check_rare_spec_and_create_rare_enemy_item(enemy_type);
if (item.empty()) {
uint32_t item_class_determinant = this->should_allow_meseta_drops()
? this->rand_int(3) : (this->rand_int(2) + 1);
uint32_t item_class;
switch (item_class_determinant) {
case 0:
item_class = 5;
break;
case 1:
item_class = 4;
break;
case 2:
item_class = this->pt->enemy_item_classes[enemy_type];
break;
default:
throw logic_error("invalid item class determinant");
}
this->log.info("Rare drop not chosen; item class determinant is %" PRIu32 "; item class is %" PRIu32,
item_class_determinant, item_class);
switch (item_class) {
case 0: // Weapon
item.data1[0] = 0x00;
break;
case 1: // Armor
item.data1w[0] = 0x0101;
break;
case 2: // Shield
item.data1w[0] = 0x0201;
break;
case 3: // Unit
item.data1w[0] = 0x0301;
break;
case 4: // Tool
item.data1[0] = 0x03;
break;
case 5: // Meseta
item.data1[0] = 0x04;
item.data2d = this->choose_meseta_amount(
this->pt->enemy_meseta_ranges, enemy_type) & 0xFFFF;
break;
default:
return item;
}
if (item.data1[0] != 0x04) {
this->generate_common_item_variances(norm_area, item);
}
}
return item;
}
ItemData ItemCreator::check_rare_specs_and_create_rare_box_item(
uint8_t area_norm) {
ItemData item;
if (!this->are_rare_drops_allowed()) {
return item;
}
for (size_t z = 0; z < this->rt->box_count; z++) {
if (area_norm + 1 == this->rt->box_areas[z]) {
item = this->check_rate_and_create_rare_item(this->rt->box_rares[z]);
if (!item.empty()) {
break;
}
}
}
return item;
}
uint32_t ItemCreator::rand_int(uint64_t max) {
return this->random_crypt.next() % max;
}
float ItemCreator::rand_float_0_1_from_crypt(size_t which) {
(void)which;
// This lacks some precision, but matches the original implementation.
return (static_cast<double>(this->random_crypt.next() >> 16) / 65536.0);
}
template <size_t NumRanges>
uint32_t ItemCreator::choose_meseta_amount(
const parray<CommonItemSet::Range<be_uint16_t>, NumRanges> ranges,
size_t table_index) {
uint16_t min = ranges[table_index].min;
uint16_t max = ranges[table_index].max;
// Note: The original code seems like it has a bug here: it compares to 0xFF
// instead of 0xFFFF (and returns 0xFF if either limit matches 0xFF).
if (((min == 0xFFFF) || (max == 0xFFFF)) || (max < min)) {
return 0xFFFF;
} else if (min != max) {
return this->rand_int((max - min) + 1) + min;
}
return min;
}
bool ItemCreator::should_allow_meseta_drops() const {
return (this->mode != GameMode::CHALLENGE);
}
ItemData ItemCreator::check_rare_spec_and_create_rare_enemy_item(
uint32_t enemy_type) {
if (this->are_rare_drops_allowed() &&
(enemy_type > 0) && (enemy_type < 0x58)) {
return this->check_rate_and_create_rare_item(
this->rt->monster_rares[enemy_type]);
} else {
return ItemData();
}
}
ItemData ItemCreator::check_rate_and_create_rare_item(
const RareItemSet::Table::Drop& drop) {
if (drop.probability == 0) {
return ItemData();
}
// Note: The original code uses 0xFFFFFFFF as the maximum here. We use
// 0x100000000 instead, which makes all rare items SLIGHTLY more rare.
if (this->rand_int(0x100000000) >= this->rare_item_set->expand_rate(drop.probability)) {
return ItemData();
}
ItemData item;
item.data1[0] = drop.item_code[0];
item.data1[1] = drop.item_code[1];
item.data1[2] = drop.item_code[2];
switch (item.data1[0]) {
case 0:
this->generate_rare_weapon_bonuses(item, this->rand_int(10));
this->set_item_unidentified_flag_if_challenge(item);
break;
case 1:
this->generate_common_armor_slots_and_bonuses(item);
break;
case 2:
this->generate_common_mag_variances(item);
break;
case 3:
this->clear_tool_item_if_invalid(item);
this->set_tool_item_amount_to_1(item);
break;
case 4:
break;
default:
throw logic_error("invalid item class");
}
this->clear_item_if_restricted(item);
this->set_item_unidentified_or_present_flags_if_special(item);
return item;
}
void ItemCreator::generate_rare_weapon_bonuses(
ItemData& item, uint32_t random_sample) {
if (item.data1[0] != 0) {
return;
}
for (size_t z = 0; z < 6; z += 2) {
uint8_t bonus_type = this->get_rand_from_weighted_tables_2d_vertical(
this->pt->bonus_type_prob_tables, random_sample);
int16_t bonus_value = this->get_rand_from_weighted_tables_2d_vertical(
this->pt->bonus_value_prob_tables, 5);
item.data1[z + 6] = bonus_type;
item.data1[z + 7] = bonus_value * 5 - 10;
// Note: The original code has a special case here, which divides
// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
// (Hit). Why this is done is unclear, because item.data1[z + 7] must
// already be a multiple of 5.
}
this->deduplicate_weapon_bonuses(item);
}
void ItemCreator::generate_common_weapon_bonuses(
ItemData& item, uint8_t area_norm) {
if (item.data1[0] == 0) {
for (size_t row = 0; row < 3; row++) {
uint8_t spec = this->pt->nonrare_bonus_prob_spec[row][area_norm];
if (spec != 0xFF) {
item.data1[(row * 2) + 6] = this->get_rand_from_weighted_tables_2d_vertical(
this->pt->bonus_type_prob_tables, area_norm);
int16_t amount = this->get_rand_from_weighted_tables_2d_vertical(
this->pt->bonus_value_prob_tables, spec);
item.data1[(row * 2) + 7] = amount * 5 - 10;
}
// Note: The original code has a special case here, which divides
// item.data1[z + 7] by 5 and multiplies it by 5 again if bonus_type is 5
// (Hit). Why this is done is unclear, because item.data1[z + 7] must
// already be a multiple of 5.
}
this->deduplicate_weapon_bonuses(item);
}
}
void ItemCreator::deduplicate_weapon_bonuses(ItemData& item) const {
for (size_t x = 0; x < 6; x += 2) {
for (size_t y = 0; y < x; y += 2) {
if (item.data1[y + 6] == 0x00) {
item.data1[x + 6] = 0x00;
} else if (item.data1[x + 6] == item.data1[y + 6]) {
item.data1[x + 6] = 0x00;
}
}
if (item.data1[x + 6] == 0x00) {
item.data1[x + 7] = 0x00;
}
}
}
void ItemCreator::set_item_unidentified_or_present_flags_if_special(ItemData& item) const {
if (this->item_parameter_table->is_unsealable_item(item)) {
item.set_unidentified_or_present_flag(0);
}
}
void ItemCreator::set_item_unidentified_flag_if_challenge(ItemData& item) const {
if ((this->mode == GameMode::CHALLENGE) &&
(item.data1[0] == 0x00) &&
(this->item_parameter_table->is_item_rare(item) || (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] == 2) &&
((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()) {
item.clear();
this->log.info("Restricted: item is rare, but rares not allowed");
return;
}
if (this->mode == GameMode::CHALLENGE) {
// Forbid HP/TP-restoring units and meseta in challenge mode
if (item.data1[0] == 1) {
if ((item.data1[1] == 3) && (item.data1[2] >= 0x33) && (item.data1[2] <= 0x38)) {
this->log.info("Restricted: restore items not allowed in Challenge mode");
item.clear();
}
} else if (item.data1[0] == 4) {
this->log.info("Restricted: meseta not allowed in Challenge mode");
item.clear();
}
}
if (this->restrictions) {
switch (item.data1[0]) {
case 0:
case 1:
switch (this->restrictions->weapon_and_armor_mode) {
case Restrictions::WeaponAndArmorMode::ALL_ON:
case Restrictions::WeaponAndArmorMode::ONLY_PICKING:
break;
case Restrictions::WeaponAndArmorMode::NO_RARE:
if (!this->item_parameter_table->is_item_rare(item)) {
this->log.info("Restricted: rare items not allowed");
break;
}
[[fallthrough]];
case Restrictions::WeaponAndArmorMode::ALL_OFF:
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->forbid_mags) {
this->log.info("Restricted: mags not allowed");
item.clear();
}
break;
case 3:
if (this->restrictions->tool_mode == Restrictions::ToolMode::ALL_OFF) {
this->log.info("Restricted: tools not allowed");
item.clear();
} else if (item.data1[1] == 2) {
switch (this->restrictions->tech_disk_mode) {
case Restrictions::TechDiskMode::ON:
break;
case Restrictions::TechDiskMode::OFF:
this->log.info("Restricted: tech disks not allowed");
item.clear();
break;
case Restrictions::TechDiskMode::LIMIT_LEVEL:
this->log.info("Restricted: tech disk level limited to %hhu",
static_cast<uint8_t>(this->restrictions->max_tech_disk_level + 1));
if (this->restrictions->max_tech_disk_level == 0) {
item.data1[2] = 0;
} else {
item.data1[2] %= this->restrictions->max_tech_disk_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_drop_mode == Restrictions::MesetaDropMode::OFF) {
this->log.info("Restricted: meseta not allowed");
item.clear();
}
break;
default:
throw logic_error("invalid item");
}
}
}
void ItemCreator::generate_common_item_variances(
uint32_t norm_area, ItemData& item) {
switch (item.data1[0]) {
case 0:
this->generate_common_weapon_variances(norm_area, item);
break;
case 1:
if (item.data1[1] == 3) {
float f1 = 1.0 + this->pt->unit_maxes[norm_area];
float f2 = this->rand_float_0_1_from_crypt(14);
this->generate_common_unit_variances(
static_cast<uint32_t>(f1 * f2) & 0xFF, item);
if (item.data1[2] == 0xFF) {
item.clear();
}
} else {
this->generate_common_armor_or_shield_type_and_variances(
norm_area, item);
}
break;
case 2:
this->generate_common_mag_variances(item);
break;
case 3:
this->generate_common_tool_variances(norm_area, item);
break;
case 4:
item.data2d = this->choose_meseta_amount(
this->pt->box_meseta_ranges, norm_area) & 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_unidentified_or_present_flags_if_special(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;
}
}
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(12));
item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt(13));
}
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 (tool_class == 0x1A) {
tool_class = 0x73;
}
this->generate_common_tool_type(tool_class, item);
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) {
uint8_t min = this->pt->technique_level_ranges[tech_num][area_norm].min;
uint8_t max = this->pt->technique_level_ranges[tech_num][area_norm].max;
if (((min == 0xFF) || (max == 0xFF)) || (max < min)) {
return 0xFF;
} else if (min != max) {
return this->rand_int((max - min) + 1) + min;
}
return min;
}
void ItemCreator::generate_common_tool_type(
uint8_t tool_class, ItemData& item) const {
auto data = this->item_parameter_table->find_tool_by_class(tool_class);
item.data1[0] = 0x03;
item.data1[1] = data.first;
item.data1[2] = data.second;
}
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[z - 1]) & 0x80) {
weapon_type_prob_table[z] = 0;
}
}
item.data1[1] = this->get_rand_from_weighted_tables_1d(weapon_type_prob_table);
if (item.data1[1] == 0) {
item.clear();
} else {
int8_t subtype_base = this->pt->subtype_base_table[item.data1[1] - 1];
uint8_t area_length = this->pt->subtype_area_length_table[item.data1[1] - 1];
if (subtype_base < 0) {
item.data1[2] = (area_norm + subtype_base) / area_length;
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->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_challenge(item);
}
return;
}
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_tables, offset);
}
}
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)) {
return;
}
uint8_t special_mult = this->pt->special_mult[area_norm];
if (special_mult == 0) {
return;
}
if (this->rand_int(100) >= this->pt->special_percent[area_norm]) {
return;
}
item.data1[4] = this->choose_weapon_special(
special_mult * this->rand_float_0_1_from_crypt(10));
}
uint8_t ItemCreator::choose_weapon_special(uint8_t det) {
if (det < 4) {
static const uint8_t maxes[4] = {8, 10, 11, 11};
uint8_t det2 = this->rand_int(maxes[det]);
size_t index = 0;
for (size_t z = 1; z < 0x29; z++) {
if (det + 1 == this->item_parameter_table->get_special_stars(z)) {
if (index == det2) {
return z;
} else {
index++;
}
}
}
}
return 0;
}
void ItemCreator::generate_unit_weights_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 z;
for (z = 0; z < 0x10; z++) {
uint8_t v = this->item_parameter_table->get_item_stars(z + 0x37D);
this->unit_weights_table1[(z * 5) + 0] = v - 1;
this->unit_weights_table1[(z * 5) + 1] = v - 1;
this->unit_weights_table1[(z * 5) + 2] = v;
this->unit_weights_table1[(z * 5) + 3] = v + 1;
this->unit_weights_table1[(z * 5) + 4] = v + 1;
}
for (; z < 0x48; z++) {
this->unit_weights_table1[z + 0x50] =
this->item_parameter_table->get_item_stars(z + 0x37D);
}
// Note: Inlining ends here
this->unit_weights_table2.clear(0);
for (size_t z = 0; z < 0x88; z++) {
uint8_t index = this->unit_weights_table1[z];
if (index < this->unit_weights_table2.size()) {
this->unit_weights_table2[index]++;
}
z = z + 1;
}
}
void ItemCreator::generate_common_unit_variances(uint8_t det, ItemData& item) {
if (det >= 0x0D) {
return;
}
item.clear();
item.data1[0] = 0x01;
item.data1[1] = 0x03;
// Note: The original code calls generate_unit_weights_table1 here (which we
// have inlined into generate_unit_weights_tables above). This call seems
// unnecessary because the contents of the tables don't depend on anything
// except what appears in ItemPMT, which is essentially constant, so we
// don't bother regenerating the table here.
if (this->unit_weights_table2[det] == 0) {
return;
}
size_t which = this->rand_int(this->unit_weights_table2[det]);
size_t current_index = 0;
for (size_t z = 0; z < this->unit_weights_table1.size(); z++) {
if (det != this->unit_weights_table1[z]) {
continue;
}
if (current_index != which) {
current_index++;
} else {
if (z > 0x4F) {
if (det <= 0x87) {
item.data1[2] = z + 0xC0;
}
} else {
item.data1[2] = z / 5;
const auto& def = this->item_parameter_table->get_unit(item.data1[2]);
switch (z % 5) {
case 0:
item.set_unit_bonus(-(def.modifier_amount * 2));
break;
case 1:
item.set_unit_bonus(-def.modifier_amount);
break;
case 2:
break;
case 3:
item.set_unit_bonus(def.modifier_amount);
break;
case 4:
item.set_unit_bonus(def.modifier_amount * 2);
break;
}
}
break;
}
}
}
// 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);
}
// Note: There are clearly better ways of doing this, but this implementation
// closely follows what the original code in the client does.
template <typename ItemT, size_t MaxCount>
struct ProbabilityTable {
ItemT items[MaxCount];
size_t count;
ProbabilityTable() : count(0) { }
void push(ItemT item) {
if (this->count == MaxCount) {
throw runtime_error("push to full probability table");
}
this->items[this->count++] = item;
}
ItemT pop() {
if (this->count == 0) {
throw runtime_error("pop from empty probability table");
}
return this->items[--this->count];
}
void shuffle(PSOLFGEncryption& random_crypt) {
for (size_t z = 1; z < this->count; z++) {
size_t other_z = random_crypt.next() % (z + 1);
ItemT t = this->items[z];
this->items[z] = this->items[other_z];
this->items[other_z] = t;
}
}
};
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(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(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(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(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(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 if (player_level < 101) {
table_index = 4;
} 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(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;
}
static const array<uint8_t, 10> favored_weapon_by_section_id = {
0x09, 0x07, 0x02, 0x04, 0x08, 0x0A, 0xFF, 0x03, 0xFF, 0x05};
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);
}
}
pt.shuffle(this->random_crypt);
// TODO: mode should be an enum class, but I'm too lazy to make the types work
// out in the intermediate structures (WeightTableEntry and ProbabilityTable)
uint8_t mode = pt.pop();
switch (mode) {
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);
}
}
pt.shuffle(this->random_crypt);
item.data1[6] = pt.pop();
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));
}
}