diff options
| author | KonAki <konaki@anokonaki.org> | 2026-10-16 15:30:41 +0800 |
|---|---|---|
| committer | KonAki <konaki@anokonaki.org> | 2026-10-16 15:30:41 +0800 |
| commit | c4b53a0d1ba903dc94fe93d2fa50367bfbefa385 (patch) | |
| tree | 64154380a331ccb8ebff3a0e543152eae75ce9ba | |
| parent | 0e0ca89d74a79dd045197b2878a5a90328c92187 (diff) | |
add rmdata: enemies, troops, enemy actions
| -rw-r--r-- | kon/konrmdata.c | 138 | ||||
| -rw-r--r-- | kon/konrmdata.h | 124 |
2 files changed, 262 insertions, 0 deletions
diff --git a/kon/konrmdata.c b/kon/konrmdata.c new file mode 100644 index 0000000..1957942 --- /dev/null +++ b/kon/konrmdata.c @@ -0,0 +1,138 @@ +/* SPDX-License-Identifier: MIT */ +/* + * konrmdata.c + * + * Copyright (c) 2026 KonAki + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#include "konrmdata.h" + +#include <stddef.h> + +/*** enemies ***/ + +void kon_rmEnemyBattler(const kon_rmEnemy_t *enemy, kon_battler_t *out) +{ + int i, n = 1; + + if (!out) return; + kon_battlerInit(out, enemy && enemy->name ? enemy->name : "", KON_ENEMIES, 1); + if (!enemy) return; + for (i = 0; i < KON_PARAMS; i++) out->base[i] = enemy->params[i] < 0 ? 0 : enemy->params[i]; + out->hp = out->base[KON_STAT_MHP]; + out->mp = out->base[KON_STAT_MMP]; + out->hit = enemy->hit; + out->eva = enemy->eva; + out->cri = enemy->cri; + out->cev = enemy->cev; + out->mev = enemy->mev; + out->mrf = enemy->mrf; + out->pdr = enemy->pdr; + out->mdr = enemy->mdr; + out->hrg = enemy->hrg; + out->mrg = enemy->mrg; + out->trg = enemy->trg; + if (KON_ELEMENTS < KON_RM_ELEMENTS) n = KON_ELEMENTS; + else n = KON_RM_ELEMENTS; + for (i = 0; i < n; i++) out->elementRate[i] = enemy->elementRate[i]; +} + +static uint32_t roll(uint32_t *seed) +{ + uint32_t s = *seed ? *seed : 1; + + s ^= s << 13; + s ^= s >> 17; + s ^= s << 5; + *seed = s; + return s; +} + +static int turnMatches(int turn, int a, int b) +{ + if (b == 0) return turn == a; + return turn >= 1 && turn >= a && turn % b == a % b; +} + +static int conditionMet(const kon_rmEnemyAction_t *action, const kon_rmAi_t *ai) +{ + const kon_battler_t *self = ai->self; + int mhp = self ? self->base[KON_STAT_MHP] + self->plus[KON_STAT_MHP] : 0; + int mmp = self ? self->base[KON_STAT_MMP] + self->plus[KON_STAT_MMP] : 0; + + switch (action->conditionType) { + case 0: return 1; + case 1: return turnMatches(ai->turn, action->param1, action->param2); + case 2: return self && mhp > 0 && self->hp * 100 >= action->param1 * mhp && self->hp * 100 <= action->param2 * mhp; + case 3: return self && mmp > 0 && self->mp * 100 >= action->param1 * mmp && self->mp * 100 <= action->param2 * mmp; + case 4: return self && kon_battlerHasState(self, action->param1); + case 5: return ai->partyLevel >= action->param1; + case 6: return ai->switchOn && ai->switchOn(action->param1, ai->user); + default: return 0; + } +} + +int kon_rmEnemyAction(const kon_rmEnemy_t *enemy, const kon_rmAi_t *ai, uint32_t *seed) +{ + int valid[64], count = 0, best = 0, i; + long long sum = 0, pick; + + if (!enemy || !ai || !seed || !enemy->actions) return 0; + for (i = 0; i < enemy->actionCount && count < 64; i++) { + const kon_rmEnemyAction_t *a = &enemy->actions[i]; + + if (a->skillId <= 0 || !conditionMet(a, ai)) continue; + if (ai->usable && !ai->usable(a->skillId, ai->user)) continue; + valid[count++] = i; + if (a->rating > best) best = a->rating; + } + if (count == 0) return 0; + best -= 3; /* only what is within 2 of the best */ + for (i = 0; i < count; i++) { + int over = enemy->actions[valid[i]].rating - best; + + if (over > 0) sum += over; + } + if (sum <= 0) return 0; + pick = (long long)(roll(seed) % (uint32_t)(sum > 2000000000 ? 2000000000 : sum)); + for (i = 0; i < count; i++) { + int over = enemy->actions[valid[i]].rating - best; + + if (over <= 0) continue; + pick -= over; + if (pick < 0) return enemy->actions[valid[i]].skillId; + } + return 0; +} + +/*** troops ***/ + +int kon_rmTroopPageReady(const kon_rmTroopPage_t *page, int turn, int turnEnd, int enemyHp, int actorHp, int switchOn) +{ + if (!page) return 0; + if (!page->turnEnding && !page->turnValid && !page->enemyValid && !page->actorValid && !page->switchValid) return 0; + if (page->turnEnding && !turnEnd) return 0; + if (page->turnValid && !turnMatches(turn, page->turnA, page->turnB)) return 0; + if (page->enemyValid && (enemyHp < 0 || enemyHp > page->enemyHp)) return 0; + if (page->actorValid && (actorHp < 0 || actorHp > page->actorHp)) return 0; + if (page->switchValid && !switchOn) return 0; + return 1; +} diff --git a/kon/konrmdata.h b/kon/konrmdata.h new file mode 100644 index 0000000..1f5b8cd --- /dev/null +++ b/kon/konrmdata.h @@ -0,0 +1,124 @@ +/* SPDX-License-Identifier: MIT */ +/* + * konrmdata.h + * + * Copyright (c) 2026 KonAki + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef KONRMDATA_H +#define KONRMDATA_H + +#include "konbattle.h" + +#ifdef __cplusplus +extern "C" { +#endif + +/*** definition ***/ + +/* what mzdata writes for the database of an RPG Maker MV or MZ game: enemies and troops here, the states, skills and items + as the tables konbattle.h already has. all of it is indexed by the id the game gives, entry 0 is empty and so is an id that + is not there. the structs are only ever read. a troop's battle events are scripts, the page n of troop t is the label + "t<t>p<n>" in the konscript the converter wrote, counting from 1 */ + +#define KON_RM_ELEMENTS 16 + +typedef struct kon_rmEnemyAction { + int skillId; + int conditionType; /* 0 always, 1 turn, 2 hp, 3 mp, 4 state, 5 party level, 6 switch */ + int param1, param2; /* turn: a and b, hp and mp: from and to in percent, the others the number to look at */ + int rating; +} kon_rmEnemyAction_t; + +typedef struct kon_rmDrop { + int kind; /* 1 item, 2 weapon, 3 armor */ + int dataId; + int denominator; /* one chance in so many */ +} kon_rmDrop_t; + +typedef struct kon_rmEnemy { + const char *name; + const char *battlerName; /* the picture, in img/enemies or img/sv_enemies */ + int battlerHue; + int params[KON_PARAMS]; /* max hp, max mp, atk, def, mat, mdf, agi, luk */ + int exp, gold; + int hit, eva, cri, cev, mev, mrf; /* percents */ + int pdr, mdr; /* damage taken from physical and magical hits, percent */ + int hrg, mrg, trg; + int elementRate[KON_RM_ELEMENTS]; /* percent, 0 and the ones past the end of the table are no element */ + const kon_rmEnemyAction_t *actions; + int actionCount; + const kon_rmDrop_t *drops; + int dropCount; +} kon_rmEnemy_t; + +typedef struct kon_rmTroopMember { + int enemyId, x, y, hidden; +} kon_rmTroopMember_t; + +/* when a battle event page runs. each condition counts only when its valid flag is 1 */ +typedef struct kon_rmTroopPage { + int turnValid, turnA, turnB, turnEnding; + int enemyValid, enemyIndex, enemyHp; + int actorValid, actorId, actorHp; + int switchValid, switchId; + int span; /* 0 once in the battle, 1 once a turn, 2 all the time */ +} kon_rmTroopPage_t; + +typedef struct kon_rmTroop { + const char *name; + const kon_rmTroopMember_t *members; + int memberCount; + const kon_rmTroopPage_t *pages; + int pageCount; +} kon_rmTroop_t; + +/*** enemies ***/ + +/* the battler of an enemy, at full hp and mp. the name is the enemy's */ +void kon_rmEnemyBattler(const kon_rmEnemy_t *enemy, kon_battler_t *out); + +/* what the game knows about the enemy and the fight, for the actions that have conditions. any of the callbacks can be NULL, which + reads as no, and a skill that is not usable is not picked */ +typedef struct kon_rmAi { + int turn; + const kon_battler_t *self; + int partyLevel; + int (*switchOn)(int id, void *user); + int (*usable)(int skillId, void *user); + void *user; +} kon_rmAi_t; + +/* the skill the enemy does, picked the way RPG Maker does: of the usable actions whose condition is true, the ones within 2 of + the best rating are drawn by how much they are above that. returns 0 for none. seed is the state of a random generator, any + number but 0 */ +int kon_rmEnemyAction(const kon_rmEnemy_t *enemy, const kon_rmAi_t *ai, uint32_t *seed); + +/*** troops ***/ + +/* is the page's condition true. turnEnd is 1 at the end of a turn. enemyHp and actorHp are the percent of hp the enemy and the actor the condition names have, or -1 when + they are not in the fight. turn counts from 1 and a page with a span is the game's to keep track of */ +int kon_rmTroopPageReady(const kon_rmTroopPage_t *page, int turn, int turnEnd, int enemyHp, int actorHp, int switchOn); + +#ifdef __cplusplus +} +#endif +#endif |
