Files
psopeeps-newserv/src/Items.cc
T
2022-05-12 18:46:19 -07:00

588 lines
17 KiB
C++

#include "Items.hh"
#include <string.h>
#include <phosg/Random.hh>
using namespace std;
////////////////////////////////////////////////////////////////////////////////
/* these items all need some kind of special handling that hasn't been implemented yet.
030B04 = TP Material (?)
030C00 = Cell Of MAG 502
030C01 = Cell Of MAG 213
030C02 = Parts Of RoboChao
030C03 = Heart Of Opa Opa
030C04 = Heart Of Pian
030C05 = Heart Of Chao
030D00 = Sorcerer's Right Arm
030D01 = S-beat's Arms
030D02 = P-arm's Arms
030D03 = Delsabre's Right Arm
030D04 = C-bringer's Right Arm
030D05 = Delsabre's Left Arm
030D06 = S-red's Arms
030D07 = Dragon's Claw
030D08 = Hildebear's Head
030D09 = Hildeblue's Head
030D0A = Parts of Baranz
030D0B = Belra's Right Arms
030D0C = GIGUE'S ARMS
030D0D = S-BERILL'S ARMS
030D0E = G-ASSASIN'S ARMS
030D0F = BOOMA'S RIGHT ARMS
030D10 = GOBOOMA'S RIGHT ARMS
030D11 = GIGOBOOMA'S RIGHT ARMS
030D12 = GAL WIND
030D13 = RAPPY'S WING
030E00 = BERILL PHOTON
030E01 = PARASITIC GENE FLOW
030E02 = MAGICSTONE IRITISTA
030E03 = BLUE BLACK STONE
030E04 = SYNCESTA
030E05 = MAGIC WATER
030E06 = PARASITIC CELL TYPE D
030E07 = MAGIC ROCK HEART KEY
030E08 = MAGIC ROCK MOOLA
030E09 = STAR AMPLIFIER
030E0A = BOOK OF HITOGATA
030E0B = HEART OF CHU CHU
030E0C = PART OF EGG BLASTER
030E0D = HEART OF ANGLE
030E0E = HEART OF DEVIL
030E0F = KIT OF HAMBERGER
030E10 = PANTHER'S SPIRIT
030E11 = KIT OF MARK3
030E12 = KIT OF MASTER SYSTEM
030E13 = KIT OF GENESIS
030E14 = KIT OF SEGA SATURN
030E15 = KIT OF DREAMCAST
030E16 = AMP. RESTA
030E17 = AMP. ANTI
030E18 = AMP. SHIFTA
030E19 = AMP. DEBAND
030E1A = AMP.
030E1B = AMP.
030E1C = AMP.
030E1D = AMP.
030E1E = AMP.
030E1F = AMP.
030E20 = AMP.
030E21 = AMP.
030E22 = AMP.
030E23 = AMP.
030E24 = AMP.
030E25 = AMP.
030E26 = HEART OF KAPUKAPU
030E27 = PROTON BOOSTER
030F00 = ADD SLOT
031000 = PHOTON DROP
031001 = PHOTON SPHERE
031002 = PHOTON CRYSTAL
031100 = BOOK OF KATANA 1
031101 = BOOK OF KATANA 2
031102 = BOOK OF KATANA 3
031200 = WEAPONS BRONZE BADGE
031201 = WEAPONS SILVER BADGE
031202 = WEAPONS GOLD BADGE
031203 = WEAPONS CRYSTAL BADGE
031204 = WEAPONS STEEL BADGE
031205 = WEAPONS ALUMINUM BADGE
031206 = WEAPONS LEATHER BADGE
031207 = WEAPONS BONE BADGE
031208 = LETTER OF APPRECATION
031209 = AUTOGRAPH ALBUM
03120A = VALENTINE'S CHOCOLATE
03120B = NEWYEAR'S CARD
03120C = CRISMAS CARD
03120D = BIRTHDAY CARD
03120E = PROOF OF SONIC TEAM
03120F = SPECIAL EVENT TICKET
031300 = PRESENT
031400 = CHOCOLATE
031401 = CANDY
031402 = CAKE
031403 = SILVER BADGE
031404 = GOLD BADGE
031405 = CRYSTAL BADGE
031406 = IRON BADGE
031407 = ALUMINUM BADGE
031408 = LEATHER BADGE
031409 = BONE BADGE
03140A = BONQUET
03140B = DECOCTION
031500 = CRISMAS PRESENT
031501 = EASTER EGG
031502 = JACK-O'S-LANTERN
031700 = HUNTERS REPORT
031701 = HUNTERS REPORT RANK A
031702 = HUNTERS REPORT RANK B
031703 = HUNTERS REPORT RANK C
031704 = HUNTERS REPORT RANK F
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031705 = HUNTERS REPORT
031802 = Dragon Scale
031803 = Heaven Striker Coat
031807 = Rappys Beak
031802 = Dragon Scale */
////////////////////////////////////////////////////////////////////////////////
void player_use_item(shared_ptr<Client> c, size_t item_index) {
auto player = c->game_data.player();
ssize_t equipped_weapon = -1;
// ssize_t equipped_armor = -1;
// ssize_t equipped_shield = -1;
// ssize_t equipped_mag = -1;
for (size_t y = 0; y < c->game_data.player()->inventory.num_items; y++) {
if (c->game_data.player()->inventory.items[y].equip_flags & 0x0008) {
if (c->game_data.player()->inventory.items[y].data.data1[0] == 0) {
equipped_weapon = y;
}
// else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 1)) {
// equipped_armor = y;
// } else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 2)) {
// equipped_shield = y;
// } else if (c->game_data.player()->inventory.items[y].data.data1[0] == 2) {
// equipped_mag = y;
// }
}
}
bool should_delete_item = true;
auto& item = c->game_data.player()->inventory.items[item_index];
if (item.data.data1w[0] == 0x0203) { // technique disk
c->game_data.player()->disp.technique_levels.data()[item.data.data1[4]] = item.data.data1[2];
} else if (item.data.data1w[0] == 0x0A03) { // grinder
if (equipped_weapon < 0) {
throw invalid_argument("grinder used with no weapon equipped");
}
if (item.data.data1[2] > 2) {
throw invalid_argument("incorrect grinder value");
}
c->game_data.player()->inventory.items[equipped_weapon].data.data1[3] += (item.data.data1[2] + 1);
// TODO: we should check for max grind here
} else if (item.data.data1w[0] == 0x0B03) { // material
switch (item.data.data1[2]) {
case 0: // Power Material
c->game_data.player()->disp.stats.atp += 2;
break;
case 1: // Mind Material
c->game_data.player()->disp.stats.mst += 2;
break;
case 2: // Evade Material
c->game_data.player()->disp.stats.evp += 2;
break;
case 3: // HP Material
c->game_data.player()->inventory.hp_materials_used += 2;
break;
case 4: // TP Material
c->game_data.player()->inventory.tp_materials_used += 2;
break;
case 5: // Def Material
c->game_data.player()->disp.stats.dfp += 2;
break;
case 6: // Luck Material
c->game_data.player()->disp.stats.lck += 2;
break;
default:
throw invalid_argument("unknown material used");
}
} else {
// default item action is to unwrap the item if it's a present
if ((item.data.data1[0] == 2) && (item.data.data2[2] & 0x40)) {
item.data.data2[2] &= 0xBF;
should_delete_item = false;
} else if ((item.data.data1[0] != 2) && (item.data.data1[4] & 0x40)) {
item.data.data1[4] &= 0xBF;
should_delete_item = false;
}
}
if (should_delete_item) {
c->game_data.player()->remove_item(item.data.id, 1);
}
}
////////////////////////////////////////////////////////////////////////////////
// reads the non-rare item preferences from the config file.
CommonItemCreator::CommonItemCreator(
const vector<uint32_t>& enemy_item_categories,
const vector<uint32_t>& box_item_categories,
const vector<vector<uint8_t>>& unit_types) :
enemy_item_categories(enemy_item_categories),
box_item_categories(box_item_categories),
unit_types(unit_types) {
// sanity check the values
if (this->enemy_item_categories.size() != 8) {
throw invalid_argument("enemy item categories is incorrect length");
}
if (this->box_item_categories.size() != 8) {
throw invalid_argument("box item categories is incorrect length");
}
if (this->unit_types.size() != 4) {
throw invalid_argument("unit types is incorrect length");
}
{
uint64_t sum = 0;
for (uint32_t v : this->enemy_item_categories) {
sum += v;
}
if (sum > 0xFFFFFFFF) {
throw invalid_argument("enemy item category sum is too large");
}
}
{
uint64_t sum = 0;
for (uint32_t v : this->box_item_categories) {
sum += v;
}
if (sum > 0xFFFFFFFF) {
throw invalid_argument("box item category sum is too large");
}
}
}
int32_t CommonItemCreator::decide_item_type(bool is_box) const {
uint32_t determinant = random_object<uint32_t>();
const auto* v = is_box ? &this->box_item_categories : &this->enemy_item_categories;
for (size_t x = 0; x < v->size(); x++) {
uint32_t probability = v->at(x);
if (probability > determinant) {
return x;
}
determinant -= probability;
}
return -1;
}
ItemData CommonItemCreator::create_drop_item(bool is_box, uint8_t episode,
uint8_t difficulty, uint8_t area, uint8_t) const {
// TODO: use the section ID (last argument) to vary drop frequencies appropriately
// change the area if it's invalid (data for the bosses are actually in other areas)
if (area > 10) {
if (episode == 1) {
if (area == 11) {
area = 3; // dragon
} else if (area == 12) {
area = 6; // de rol le
} else if (area == 13) {
area = 8; // vol opt
} else if (area == 14) {
area = 10; // dark falz
} else {
area = 1; // unknown area -> forest 1
}
} else if (episode == 2) {
if (area == 12) {
area = 9; // gal gryphon
} else if (area == 13) {
area = 10; // olga flow
} else if (area == 14) {
area = 3; // barba ray
} else if (area == 15) {
area = 6; // gol dragon
} else {
area = 10; // tower
}
} else if (episode == 3) {
area = 1;
}
}
ItemData item;
// picks a random non-rare item type, then gives it appropriate random stats
// modify some of the constants in this section to change the system's
// parameters
int32_t type = this->decide_item_type(is_box);
switch (type) {
case 0x00: // material
item.data1[0] = 0x03;
item.data1[1] = 0x0B;
item.data1[2] = random_int(0, 6);
break;
case 0x01: // equipment
switch (random_int(0, 3)) {
case 0x00: // weapon
item.data1[1] = random_int(1, 12); // random normal class
item.data1[2] = difficulty + random_int(0, 2); // special type
if ((item.data1[1] > 0x09) && (item.data1[2] > 0x04)) {
item.data1[2] = 0x04; // no special classes above 4
}
item.data1[4] = 0x80; // untekked
if (item.data1[2] < 0x04) {
item.data1[4] |= random_int(0, 40); // give a special
}
for (size_t x = 0, y = 0; (x < 5) && (y < 3); x++) { // percentages
if (random_int(0, 10) == 1) { // 1/11 chance of getting each type of percentage
item.data1[6 + (y * 2)] = x + 1;
item.data1[7 + (y * 2)] = random_int(0, 10) * 5;
y++;
}
}
break;
case 0x01: // armor
item.data1[0] = 0x01;
item.data1[1] = 0x01;
item.data1[2] = (6 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.data1[2] > 0x17) {
item.data1[2] = 0x17; // no standard types above 0x17
}
if (random_int(0, 10) == 0) { // +/-
item.data1[4] = random_int(0, 5);
item.data1[6] = random_int(0, 2);
}
item.data1[5] = random_int(0, 4); // slots
break;
case 0x02: // shield
item.data1[0] = 0x01;
item.data1[1] = 0x02;
item.data1[2] = (5 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.data1[2] > 0x14) {
item.data1[2] = 0x14; // no standard types above 0x14
}
if (random_int(0, 10) == 0) { // +/-
item.data1[4] = random_int(0, 5);
item.data1[6] = random_int(0, 5);
}
break;
case 0x03: { // unit
const auto& type_table = this->unit_types.at(difficulty);
uint8_t type = type_table[random_int(0, type_table.size() - 1)];
if (type == 0xFF) {
throw out_of_range("no item dropped"); // 0xFF -> no item drops
}
item.data1[0] = 0x01;
item.data1[1] = 0x03;
item.data1[2] = type;
break;
}
}
break;
case 0x02: // technique
item.data1[0] = 0x03;
item.data1[1] = 0x02;
item.data1[4] = random_int(0, 18); // tech type
if ((item.data1[4] != 14) && (item.data1[4] != 17)) { // if not ryuker or reverser, give it a level
if (item.data1[4] == 16) { // if not anti, give it a level between 1 and 30
if (area > 3) {
item.data1[2] = difficulty + random_int(0, ((area - 1) / 2) - 1);
} else {
item.data1[2] = difficulty;
}
if (item.data1[2] > 6) {
item.data1[2] = 6;
}
} else {
item.data1[2] = (5 * difficulty) + random_int(0, ((area * 3) / 2) - 1); // else between 1 and 7
}
}
break;
case 0x03: // scape doll
item.data1[0] = 0x03;
item.data1[1] = 0x09;
item.data1[2] = 0x00;
break;
case 0x04: // grinder
item.data1[0] = 0x03;
item.data1[1] = 0x0A;
item.data1[2] = random_int(0, 2); // mono, di, tri
break;
case 0x05: // consumable
item.data1[0] = 0x03;
item.data1[5] = 0x01;
switch (random_int(0, 2)) {
case 0: // antidote / antiparalysis
item.data1[1] = 6;
item.data1[2] = random_int(0, 1);
break;
case 1: // telepipe / trap vision
item.data1[1] = 7 + random_int(0, 1);
break;
case 2: // sol / moon / star atomizer
item.data1[1] = 3 + random_int(0, 2);
break;
}
break;
case 0x06: // consumable
item.data1[0] = 0x03;
item.data1[5] = 0x01;
item.data1[1] = random_int(0, 1); // mate or fluid
if (difficulty == 0) {
item.data1[2] = random_int(0, 1); // only mono and di on normal
} else if (difficulty == 3) {
item.data1[2] = random_int(1, 2); // only di and tri on ultimate
} else {
item.data1[2] = random_int(0, 2); // else, any of the three
}
break;
case 0x07: // meseta
item.data1[0] = 0x04;
item.data2d = (90 * difficulty) + (random_int(1, 20) * (area * 2)); // meseta amount
break;
default:
throw out_of_range("no item created");
}
return item;
}
ItemData CommonItemCreator::create_shop_item(uint8_t difficulty,
uint8_t item_type) const {
static const uint8_t max_percentages[4] = {20, 35, 45, 50};
static const uint8_t max_quantity[4] = { 1, 1, 2, 2};
static const uint8_t max_tech_level[4] = { 8, 15, 23, 30};
static const uint8_t max_anti_level[4] = { 2, 4, 6, 7};
ItemData item;
item.data1[0] = item_type;
while (item.data1[0] == 2) {
item.data1[0] = rand() % 3;
}
switch (item.data1[0]) {
case 0: { // weapon
item.data1[1] = (rand() % 12) + 1;
if (item.data1[1] > 9) {
item.data1[2] = difficulty;
} else {
item.data1[2] = (rand() & 1) + difficulty;
}
item.data1[3] = rand() % 11;
item.data1[4] = rand() % 11;
size_t num_percentages = 0;
for (size_t x = 0; (x < 5) && (num_percentages < 3); x++) {
if ((rand() % 4) == 1) {
item.data1[(num_percentages * 2) + 6] = x;
item.data1[(num_percentages * 2) + 7] = rand() % (max_percentages[difficulty] + 1);
num_percentages++;
}
}
break;
}
case 1: // armor
item.data1[1] = 0;
while (item.data1[1] == 0) {
item.data1[1] = rand() & 3;
}
switch (item.data1[1]) {
case 1:
item.data1[2] = (rand() % 6) + (difficulty * 6);
item.data1[5] = rand() % 5;
break;
case 2:
item.data2[2] = (rand() % 6) + (difficulty * 5);
*reinterpret_cast<short*>(&item.data1[6]) = (rand() % 9) - 4;
*reinterpret_cast<short*>(&item.data1[9]) = (rand() % 9) - 4;
break;
case 3:
item.data2[2] = rand() % 0x3B;
*reinterpret_cast<short*>(&item.data1[7]) = (rand() % 5) - 4;
break;
}
break;
case 3: // tool
item.data1[1] = rand() % 12;
switch (item.data1[1]) {
case 0:
case 1:
if (difficulty == 0) {
item.data1[2] = 0;
} else if (difficulty == 1) {
item.data1[2] = rand() % 2;
} else if (difficulty == 2) {
item.data1[2] = (rand() % 2) + 1;
} else if (difficulty == 3) {
item.data1[2] = 2;
}
break;
case 6:
item.data1[2] = rand() % 2;
break;
case 10:
item.data1[2] = rand() % 3;
break;
case 11:
item.data1[2] = rand() % 7;
break;
}
switch (item.data1[1]) {
case 2:
item.data1[4] = rand() % 19;
switch (item.data1[4]) {
case 14:
case 17:
item.data1[2] = 0; // reverser & ryuker always level 1
break;
case 16:
item.data1[2] = rand() % max_anti_level[difficulty];
break;
default:
item.data1[2] = rand() % max_tech_level[difficulty];
}
break;
case 0:
case 1:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 16:
item.data1[5] = rand() % (max_quantity[difficulty] + 1);
break;
}
}
return item;
}