287 lines
15 KiB
C++
287 lines
15 KiB
C++
#pragma once
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#include <array>
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#include <phosg/Encoding.hh>
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#include <phosg/JSON.hh>
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#include "EnemyType.hh"
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#include "GSLArchive.hh"
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#include "PSOEncryption.hh"
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#include "StaticGameData.hh"
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#include "Text.hh"
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#include "Types.hh"
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class CommonItemSet {
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public:
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class Table {
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public:
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Table() = delete;
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Table(std::shared_ptr<const Table> prev_table, const phosg::JSON& json, Episode episode);
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Table(const phosg::StringReader& r, bool big_endian, bool is_v3, Episode episode);
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bool operator==(const Table& other) const = default;
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bool operator!=(const Table& other) const = default;
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template <typename IntT>
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struct Range {
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IntT min = 0;
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IntT max = 0;
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bool operator==(const Range& other) const = default;
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bool operator!=(const Range& other) const = default;
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inline bool empty() const {
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return ((this->min | this->max) == 0);
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}
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} __attribute__((packed));
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Episode episode;
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parray<uint8_t, 0x0C> base_weapon_type_prob_table;
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parray<int8_t, 0x0C> subtype_base_table;
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parray<uint8_t, 0x0C> subtype_area_length_table;
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parray<parray<uint8_t, 4>, 9> grind_prob_table;
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parray<uint8_t, 0x05> armor_shield_type_index_prob_table;
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parray<uint8_t, 0x05> armor_slot_count_prob_table;
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// Note: PSO originally uses arrays indexed by rt_index here, but we index enemies by the EnemyType enum instead
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std::unordered_map<EnemyType, Range<uint16_t>> enemy_type_meseta_ranges;
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std::unordered_map<EnemyType, uint8_t> enemy_type_drop_probs;
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std::unordered_map<EnemyType, uint8_t> enemy_type_item_classes;
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parray<Range<uint16_t>, 0x0A> box_meseta_ranges;
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bool has_rare_bonus_value_prob_table;
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parray<parray<uint16_t, 6>, 0x17> bonus_value_prob_table;
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parray<parray<uint8_t, 10>, 3> nonrare_bonus_prob_spec;
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parray<parray<uint8_t, 10>, 6> bonus_type_prob_table;
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parray<uint8_t, 0x0A> special_mult;
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parray<uint8_t, 0x0A> special_percent;
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parray<parray<uint16_t, 0x0A>, 0x1C> tool_class_prob_table;
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parray<parray<uint8_t, 0x0A>, 0x13> technique_index_prob_table;
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parray<parray<Range<uint8_t>, 0x0A>, 0x13> technique_level_ranges;
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uint8_t armor_or_shield_type_bias;
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parray<uint8_t, 0x0A> unit_max_stars_table;
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parray<parray<uint8_t, 10>, 7> box_item_class_prob_table;
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phosg::JSON json(std::shared_ptr<const Table> prev_table) const;
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void print(FILE* stream) const;
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void print_diff(FILE* stream, const Table& other) const;
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private:
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template <bool BE>
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void parse_itempt_t(const phosg::StringReader& r, bool is_v3);
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template <bool BE>
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struct RootT {
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// This data structure uses index probability tables in multiple places. An index probability table is a table
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// where each entry holds the probability that that entry's index is used. For example, if the armor slot count
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// probability table contains [77, 17, 5, 1, 0], this means there is a 77% chance of no slots, 17% chance of 1
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// slot, 5% chance of 2 slots, 1% chance of 3 slots, and no chance of 4 slots. The values in index probability
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// tables do not have to add up to 100; the game sums all of them and chooses a random number less than that
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// maximum.
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// The area (floor) number is used in many places as well. Unlike the normal area numbers, which start with
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// Pioneer 2, the area numbers in this structure start with Forest 1, and boss areas are treated as the first
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// area of the next section (so De Rol Le has Mines 1 drops, for example). Final boss areas are treated as the
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// last non-boss area (so Dark Falz boxes are like Ruins 3 boxes). We refer to these adjusted area numbers as
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// (area - 1), or area_norm.
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// This index probability table determines the types of non-rare weapons. The indexes in this table correspond to
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// the non-rare weapon types 01 through 0C (Saber through Wand).
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// V2/V3: -> parray<uint8_t, 0x0C>
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/* 00 */ U32T<BE> base_weapon_type_prob_table_offset;
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// This table specifies the base subtype for each weapon type. Negative values here mean that the weapon cannot
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// be found in the first N areas (so -2, for example, means that the weapon never appears in Forest 1 or 2 at
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// all). Nonnegative values here mean the subtype can be found in all areas, and specify the base subtype
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// (usually in the range [0, 4]). The subtype of weapon that actually appears depends on this value and a value
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// from the following table.
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// V2/V3: -> parray<int8_t, 0x0C>
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/* 04 */ U32T<BE> subtype_base_table_offset;
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// This table specifies how many areas each weapon subtype appears in. For example, if Sword (subtype 02, which
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// is index 1 in this table and the table above) has a subtype base of -2 and a subtype area length of 4, then
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// Sword items can be found when area - 1 is 2, 3, 4, or 5 (Cave 1 through Mine 1), and Gigush (the next sword
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// subtype) can be found in Mine 1 through Ruins 3.
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// V2/V3: -> parray<uint8_t, 0x0C>
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/* 08 */ U32T<BE> subtype_area_length_table_offset;
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// This index probability table specifies how likely each possible grind value is. The table is indexed as
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// [grind][subtype_area_index], where the subtype area index is how many areas the player is beyond the first
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// area in which the subtype can first be found (clamped to [0, 3]). To continue the example above, in Cave 3,
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// subtype_area_index would be 2, since Swords can first be found two areas earlier in Cave 1.
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// For example, this table could look like this:
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// [64 1E 19 14] // Chance of getting a grind +0
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// [00 1E 17 0F] // Chance of getting a grind +1
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// [00 14 14 0E] // Chance of getting a grind +2
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// ...
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// C1 C2 C3 M1 // (Episode 1 area values from the example for reference)
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// V2/V3: -> parray<parray<uint8_t, 4>, 9>
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/* 0C */ U32T<BE> grind_prob_table_offset;
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// This index probability table specifies how likely each type of armor or shield is. The general formula is:
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// data1[2] = max((area_norm + (result from this table) + armor_or_shield_type_bias - 3), 0)
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// In this way, (armor_or_shield_type_bias + area_norm - 3) can be thought of as the "base" value for each area,
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// and this table specifies how likely the armor/shield is to be "upgraded" from that value.
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// V2/V3: -> parray<uint8_t, 0x05>
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/* 10 */ U32T<BE> armor_shield_type_index_prob_table_offset;
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// This index probability table specifies how common each possible slot count is for armor drops.
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// V2/V3: -> parray<uint8_t, 0x05>
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/* 14 */ U32T<BE> armor_slot_count_prob_table_offset;
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// This array (indexed by rt_index) specifies the range of meseta values that each enemy can drop.
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// V2/V3: -> parray<Range<U16T>, NUM_RT_INDEXES_V3>
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/* 18 */ U32T<BE> enemy_rt_index_meseta_ranges_offset;
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// Each byte in this table (indexed by rt_index) represents the percent chance that the enemy drops anything at
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// all. (This check is done before the rare drop check, so the chance of getting a rare item from an enemy is
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// essentially this probability multiplied by the rare drop rate.)
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// V2/V3: -> parray<uint8_t, NUM_RT_INDEXES_V3>
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/* 1C */ U32T<BE> enemy_rt_index_drop_probs_offset;
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// Each byte in this table (indexed by rt_index) represents the class of item that can drop. The values are:
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// 00 = weapon
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// 01 = armor
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// 02 = shield
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// 03 = unit
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// 04 = tool
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// 05 = meseta
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// Anything else = no item
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// V2/V3: -> parray<uint8_t, NUM_RT_INDEXES_V3>
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/* 20 */ U32T<BE> enemy_rt_index_item_classes_offset;
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// This table (indexed by area - 1) specifies the ranges of meseta values that can drop from boxes.
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// V2/V3: -> parray<Range<U16T>, 0x0A>
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/* 24 */ U32T<BE> box_meseta_ranges_offset;
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// This array specifies the chance that a rare weapon will have each possible bonus value. This is indexed as
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// [(bonus_value - 10 / 5)][spec], so the first row refers the probability of getting a -10% bonus, the next row
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// is the chance of getting -5%, etc., all the way up to +100%. For non-rare items (or all items on v1/v2), spec
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// is determined randomly based on the following field; for rare items on v3+, spec is always 5.
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// V2: -> parray<parray<uint8_t, 5>, 0x17>
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// V3: -> parray<parray<U16T, 6>, 0x17>
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/* 28 */ U32T<BE> bonus_value_prob_table_offset;
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// This array specifies the value of spec to be used in the above lookup for non-rare items. This is NOT an index
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// probability table; this is a direct lookup with indexes [bonus_index][area - 1]. A value of 0xFF in any byte
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// of this array prevents any weapon from having a bonus in that slot. An example table might look like this:
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// [00 00 00 01 01 01 01 02 02 02]
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// [FF FF FF 00 00 00 01 01 01 01]
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// [FF FF FF FF FF FF FF FF FF 00]
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// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
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// In this example, spec is 0, 1, or 2 in all cases where a weapon can have a bonus. In Forest 1 and 2 and Cave
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// 1, weapons may have at most one bonus; in all other areas except Ruins 3, they can have at most two bonuses,
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// and in Ruins 3, they can have up to three bonuses.
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// V2/V3: // -> parray<parray<uint8_t, 10>, 3>
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/* 2C */ U32T<BE> nonrare_bonus_prob_spec_offset;
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// This array specifies the chance that a weapon will have each bonus type. The table is indexed as
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// [bonus_type][area - 1] for non-rare items; for rare items, a random value in the range [0, 9] is used instead
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// of (area - 1).
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// For example, the table might look like this:
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// [46 46 3F 3E 3E 3D 3C 3C 3A 3A] // Chance of getting no bonus
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// [14 14 0A 0A 09 02 02 04 05 05] // Chance of getting Native bonus
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// [0A 0A 12 11 11 09 09 08 08 08] // Chance of getting A.Beast bonus
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// [00 00 09 0A 0B 13 12 08 09 09] // Chance of getting Machine bonus
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// [00 00 00 01 01 08 0A 13 13 13] // Chance of getting Dark bonus
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// [00 00 00 00 00 01 01 01 01 01] // Chance of getting Hit bonus
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// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
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// V2/V3: -> parray<parray<uint8_t, 10>, 6>
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/* 30 */ U32T<BE> bonus_type_prob_table_offset;
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// This array (indexed by area - 1) specifies a parameter used in weapon special generation. If the sampled value
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// from this table is 0, no special is generated. Otherwise, a random floating-point value W in the range [0,
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// special_mult] is generated and truncated to an integer. If this value is greater than 3, no special is
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// generated; otherwise, a random special worth (W + 1) stars is chosen. It seems Sega only intended special_mult
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// to be in the range [0, 4], but values greater than 4 will work, and will simply increase the probability of
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// getting no special.
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// V2/V3: -> parray<uint8_t, 0x0A>
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/* 34 */ U32T<BE> special_mult_offset;
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// This array (indexed by area - 1) specifies the probability that a non-rare weapon will have a special ability.
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// V2/V3: -> parray<uint8_t, 0x0A>
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/* 38 */ U32T<BE> special_percent_offset;
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// This index probability table is indexed by [tool_class][area - 1]. The tool class refers to an entry in
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// ItemPMT, which links it to the actual item code.
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// V2/V3: -> parray<parray<U16T, 0x0A>, 0x1C>
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/* 3C */ U32T<BE> tool_class_prob_table_offset;
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// This index probability table determines how likely each technique is to appear. The table is indexed as
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// [technique_num][area - 1].
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// V2/V3: -> parray<parray<uint8_t, 0x0A>, 0x13>
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/* 40 */ U32T<BE> technique_index_prob_table_offset;
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// This table specifies the ranges for technique disk levels. The table is indexed as [technique_num][area - 1].
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// If either min or max in the range is 0xFF, or if max < min, technique disks are not dropped for that technique
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// and area pair.
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// V2/V3: -> parray<parray<Range<uint8_t>, 0x0A>, 0x13>
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/* 44 */ U32T<BE> technique_level_ranges_offset;
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// See comments on armor_shield_type_index_prob_table_offset for how this is used.
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/* 48 */ uint8_t armor_or_shield_type_bias;
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/* 49 */ parray<uint8_t, 3> unused1;
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// These values specify the maximum number of stars any generated unit can have in each area. The values here are
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// not inclusive; that is, a value of 7 means that only units with 1-6 stars can drop in that area. The game
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// uniformly chooses a random number of stars in the acceptable range, then uniformly chooses a random unit with
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// that many stars.
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// V2/V3: -> parray<uint8_t, 0x0A>
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/* 4C */ U32T<BE> unit_max_stars_offset;
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// This index probability table determines which type of items drop from boxes. The table is indexed as
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// [item_class][area - 1], with item_class as the result value (that is, in the example below, the game looks at
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// a single column and sums the values going down, then the chosen item class is one of the row indexes based on
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// the weight values in the column.) The resulting value has the same meaning as in enemy_rt_index_item_classes.
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// For example, this array might look like the following:
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// [07 07 08 08 06 07 08 09 09 0A] // Chances per area of a weapon drop
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// [02 02 02 02 03 02 02 02 03 03] // Chances per area of an armor drop
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// [02 02 02 02 03 02 02 02 03 03] // Chances per area of a shield drop
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// [00 00 03 03 03 04 03 04 05 05] // Chances per area of a unit drop
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// [11 11 12 12 12 12 12 12 12 12] // Chances per area of a tool drop
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// [32 32 32 32 32 32 32 32 32 32] // Chances per area of a meseta drop
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// [16 16 11 11 11 11 11 0F 0C 0B] // Chances per area of an empty box
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// F1 F2 C1 C2 C3 M1 M2 R1 R2 R3 // (Episode 1 areas, for reference)
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// V2/V3: -> parray<parray<uint8_t, 10>, 7>
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/* 50 */ U32T<BE> box_item_class_prob_table_offset;
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// There are several unused fields here.
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} __packed_ws_be__(RootT, 0x54);
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using Root = RootT<false>;
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using RootBE = RootT<true>;
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};
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bool operator==(const CommonItemSet& other) const = default;
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bool operator!=(const CommonItemSet& other) const = default;
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std::shared_ptr<const Table> get_table(
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Episode episode, GameMode mode, Difficulty difficulty, uint8_t section_id) const;
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std::shared_ptr<const Table> get_prev_table(
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Episode episode, GameMode mode, Difficulty difficulty, uint8_t section_id) const;
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phosg::JSON json() const;
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void print(FILE* stream) const;
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void print_diff(FILE* stream, const CommonItemSet& other) const;
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protected:
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CommonItemSet() = default;
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static uint16_t key_for_table(Episode episode, GameMode mode, Difficulty difficulty, uint8_t section_id);
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static std::string json_key_for_table(Episode episode, GameMode mode, Difficulty difficulty, uint8_t section_id);
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std::unordered_map<uint16_t, std::shared_ptr<Table>> tables;
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};
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class AFSV2CommonItemSet : public CommonItemSet {
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public:
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AFSV2CommonItemSet(std::shared_ptr<const std::string> pt_afs_data, std::shared_ptr<const std::string> ct_afs_data);
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};
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class GSLV3V4CommonItemSet : public CommonItemSet {
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public:
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GSLV3V4CommonItemSet(std::shared_ptr<const std::string> gsl_data, bool is_big_endian);
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};
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class JSONCommonItemSet : public CommonItemSet {
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public:
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explicit JSONCommonItemSet(const phosg::JSON& json);
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};
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