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-rw-r--r--Source/Memory.h25
-rw-r--r--Source/Panels.h150
-rw-r--r--Source/Randomizer.cpp196
-rw-r--r--Source/Randomizer.h2
4 files changed, 270 insertions, 103 deletions
diff --git a/Source/Memory.h b/Source/Memory.h index 1724251..e924bb9 100644 --- a/Source/Memory.h +++ b/Source/Memory.h
@@ -55,6 +55,31 @@ public:
55 void AddSigScan(const std::vector<byte>& scanBytes, const std::function<void(int index)>& scanFunc); 55 void AddSigScan(const std::vector<byte>& scanBytes, const std::function<void(int index)>& scanFunc);
56 int ExecuteSigScans(); 56 int ExecuteSigScans();
57 57
58 template <typename T>
59 void CopyEntityData(int fromId, int toId, int offset, int size) {
60 WriteEntityData<T>(toId, offset, ReadEntityData<T>(fromId, offset, size));
61 }
62
63 template <typename T>
64 void CopyArray(int fromId, int toId, int offset, int size) {
65 if (size == 0) {
66 WriteEntityData<uintptr_t>(toId, offset, { static_cast<uintptr_t>(0) });
67 }
68 else {
69 WriteNewArray<T>(toId, offset, ReadArray<T>(fromId, offset, size));
70 }
71 }
72
73 template <typename T>
74 void CopyArrayDynamicSize(int fromId, int toId, int arrayOffset, int sizeOffset) {
75 CopyArray<T>(fromId, toId, arrayOffset, ReadEntityData<int>(fromId, sizeOffset, sizeof(int))[0]);
76 }
77
78 template <class T>
79 void WritePanelData(int panel, int offset, const std::vector<T>& data) {
80 WriteData<T>({ GLOBALS, 0x18, panel * 8, offset }, data);
81 }
82
58private: 83private:
59 template<class T> 84 template<class T>
60 std::vector<T> ReadData(const std::vector<int>& offsets, size_t numItems) { 85 std::vector<T> ReadData(const std::vector<int>& offsets, size_t numItems) {
diff --git a/Source/Panels.h b/Source/Panels.h index 4a850ee..ec1686c 100644 --- a/Source/Panels.h +++ b/Source/Panels.h
@@ -67,6 +67,13 @@ std::vector<int> leftForwardRightPanels = {
67 0x17E52, // Treehouse Green 4 67 0x17E52, // Treehouse Green 4
68}; 68};
69 69
70std::vector<int> utmPerspective = {
71 0x288EA, // UTM Perspective 1
72 0x288FC, // UTM Perspective 2
73 0x289E7, // UTM Perspective 3
74 0x288AA, // UTM Perspective 4
75};
76
70std::vector<int> pillars = { 77std::vector<int> pillars = {
71 0x0383D, // Mountain 3 Left Pillar 1 78 0x0383D, // Mountain 3 Left Pillar 1
72 0x0383F, // Mountain 3 Left Pillar 2 79 0x0383F, // Mountain 3 Left Pillar 2
@@ -117,8 +124,8 @@ std::vector<int> mountainMultipanel = {
117}; 124};
118 125
119std::vector<int> squarePanels = { 126std::vector<int> squarePanels = {
120 0x00064, // Tutorial Straight 127 //0x00064, // Tutorial Straight
121 0x00182, // Tutorial Bend 128 //0x00182, // Tutorial Bend
122 0x0A3B2, // Tutorial Back Right 129 0x0A3B2, // Tutorial Back Right
123 0x00295, // Tutorial Center Left 130 0x00295, // Tutorial Center Left
124 0x00293, // Tutorial Front Center 131 0x00293, // Tutorial Front Center
@@ -433,6 +440,145 @@ std::vector<int> squarePanels = {
433 0x0A16E, // UTM Challenge Entrance 440 0x0A16E, // UTM Challenge Entrance
434 0x039B4, // Tunnels Theater Catwalk 441 0x039B4, // Tunnels Theater Catwalk
435 0x09E85, // Tunnels Town Shortcut 442 0x09E85, // Tunnels Town Shortcut
443
444 0x00698, // Desert Surface 1
445 0x0048F, // Desert Surface 2
446 0x09F92, // Desert Surface 3
447 0x0A036, // Desert Surface 4
448 0x09DA6, // Desert Surface 5
449 0x0A049, // Desert Surface 6
450 0x0A053, // Desert Surface 7
451 0x09F94, // Desert Surface 8
452 0x00422, // Desert Light 1
453 0x006E3, // Desert Light 2
454 0x0A02D, // Desert Light 3
455 0x00C72, // Desert Pond 1
456 0x0129D, // Desert Pond 2
457 0x008BB, // Desert Pond 3
458 0x0078D, // Desert Pond 4
459 0x18313, // Desert Pond 5
460 0x04D18, // Desert Flood 1
461 0x01205, // Desert Flood 2
462 0x181AB, // Desert Flood 3
463 0x0117A, // Desert Flood 4
464 0x17ECA, // Desert Flood 5
465 0x18076, // Desert Flood Exit
466 0x0A15C, // Desert Final Left Convex
467 0x09FFF, // Desert Final Left Concave
468 0x0A15F, // Desert Final Near
469 0x012D7, // Desert Final Far
470 0x09F7D, // Bunker Tutorial 1
471 0x09FDC, // Bunker Tutorial 2
472 0x09FF7, // Bunker Tutorial 3
473 0x09F82, // Bunker Tutorial 4
474 0x09FF8, // Bunker Tutorial 5
475 0x09D9F, // Bunker Advanced 1
476 0x09DA1, // Bunker Advanced 2
477 0x09DA2, // Bunker Advanced 3
478 0x09DAF, // Bunker Advanced 4
479 // 0x0A099, // Bunker Glass Door
480 0x0A010, // Bunker Glass 1
481 0x0A01B, // Bunker Glass 2
482 0x0A01F, // Bunker Glass 3
483 0x17E63, // Bunker Ultraviolet 1
484 0x17E67, // Bunker Ultraviolet 2
485 0x002C4, // Jungle Waves 1
486 0x00767, // Jungle Waves 2
487 0x002C6, // Jungle Waves 3
488 0x0070E, // Jungle Waves 4
489 0x0070F, // Jungle Waves 5
490 0x0087D, // Jungle Waves 6
491 0x002C7, // Jungle Waves 7
492 // 0x17CAB, // Jungle Pop-up Wall
493 0x0026D, // Jungle Dots 1
494 0x0026E, // Jungle Dots 2
495 0x0026F, // Jungle Dots 3
496 0x00C3F, // Jungle Dots 4
497 0x00C41, // Jungle Dots 5
498 0x014B2, // Jungle Dots 6
499 0x198B5, // Shadows Tutorial 1
500 0x198BD, // Shadows Tutorial 2
501 0x198BF, // Shadows Tutorial 3
502 0x19771, // Shadows Tutorial 4
503 0x0A8DC, // Shadows Tutorial 5
504 0x0AC74, // Shadows Tutorial 6
505 0x0AC7A, // Shadows Tutorial 7
506 0x0A8E0, // Shadows Tutorial 8
507 0x386FA, // Shadows Avoid 1
508 0x1C33F, // Shadows Avoid 2
509 0x196E2, // Shadows Avoid 3
510 0x1972A, // Shadows Avoid 4
511 0x19809, // Shadows Avoid 5
512 0x19806, // Shadows Avoid 6
513 0x196F8, // Shadows Avoid 7
514 0x1972F, // Shadows Avoid 8
515 0x19797, // Shadows Follow 1
516 0x1979A, // Shadows Follow 2
517 0x197E0, // Shadows Follow 3
518 0x197E8, // Shadows Follow 4
519 0x197E5, // Shadows Follow 5
520 0x19650, // Shadows Laser
521
522 0x09FCC, // Mountain 2 Multipanel 1
523 0x09FCE, // Mountain 2 Multipanel 2
524 0x09FCF, // Mountain 2 Multipanel 3
525 0x09FD0, // Mountain 2 Multipanel 4
526 0x09FD1, // Mountain 2 Multipanel 5
527 0x09FD2, // Mountain 2 Multipanel 6
528
529 0x00290, // Monastery Exterior 1
530 0x00038, // Monastery Exterior 2
531 0x00037, // Monastery Exterior 3
532 // 0x09D9B, // Monastery Bonsai
533 0x193A7, // Monastery Interior 1
534 0x193AA, // Monastery Interior 2
535 0x193AB, // Monastery Interior 3
536 0x193A6, // Monastery Interior 4
537
538
539
540 0x03629, // Tutorial Gate Open
541
542 0x0C373, // Tutorial Patio floor
543 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly
544
545 0x28A69, // Town Lattice
546 0x28A79, // Town Maze
547 0x28B39, // Town Red Hexagonal
548
549 0x18590, // Town Transparent
550 0x28AE3, // Town Wire
551
552
553
554 0x0383D, // Mountain 3 Left Pillar 1
555 0x0383F, // Mountain 3 Left Pillar 2
556 0x03859, // Mountain 3 Left Pillar 3
557 0x339BB, // Mountain 3 Left Pillar 4
558
559 0x0383A, // Mountain 3 Right Pillar 1
560 0x09E56, // Mountain 3 Right Pillar 2
561 0x09E5A, // Mountain 3 Right Pillar 3
562 0x33961, // Mountain 3 Right Pillar 4
563
564 0x09DD5, // UTM Challenge Pillar
565
566
567 0x09FD8, // Mountain 2 Rainbow 5
568 0x17CAA, // Jungle Courtyard Gate
569 0x0005C, // Glass Factory Vertical Symmetry 5
570 0x17C31, // Desert Final Transparent
571
572 0x00143, // Orchard Apple Tree 1
573 0x0003B, // Orchard Apple Tree 2
574 0x00055, // Orchard Apple Tree 3
575 0x032F7, // Orchard Apple Tree 4
576 0x032FF, // Orchard Apple Tree 5
577 0x009B8, // Symmetry Island Transparent 1
578 0x003E8, // Symmetry Island Transparent 2
579 0x00A15, // Symmetry Island Transparent 3
580 0x00B53, // Symmetry Island Transparent 4
581 0x00B8D, // Symmetry Island Transparent 5
436}; 582};
437 583
438std::vector<int> desertPanels = { 584std::vector<int> desertPanels = {
diff --git a/Source/Randomizer.cpp b/Source/Randomizer.cpp index 72072a8..74166af 100644 --- a/Source/Randomizer.cpp +++ b/Source/Randomizer.cpp
@@ -130,10 +130,18 @@ void Randomizer::Randomize() {
130 MEMORY_CATCH(RandomizeChallenge()); 130 MEMORY_CATCH(RandomizeChallenge());
131 131
132 // Content swaps -- must happen before squarePanels 132 // Content swaps -- must happen before squarePanels
133 MEMORY_CATCH(Randomize(upDownPanels, SWAP::LINES | SWAP::COLORS)); 133 //MEMORY_CATCH(Randomize(upDownPanels, SWAP::LINES | SWAP::COLORS));
134 MEMORY_CATCH(Randomize(leftForwardRightPanels, SWAP::LINES | SWAP::COLORS)); 134 //MEMORY_CATCH(Randomize(leftForwardRightPanels, SWAP::LINES | SWAP::COLORS));
135 135
136 MEMORY_CATCH(Randomize(squarePanels, SWAP::LINES | SWAP::COLORS)); 136 // Tutorial Bend
137 for (int panel : utmPerspective) {
138 Tutorialise(panel, 0x00182);
139 }
140 // Tutorial Straight
141 for (int panel : squarePanels) {
142 Tutorialise(panel, 0x00064);
143 }
144 //Randomize(squarePanels, SWAP::LINES | SWAP::COLORS);
137 145
138 // Individual area modifications 146 // Individual area modifications
139 MEMORY_CATCH(RandomizeTutorial()); 147 MEMORY_CATCH(RandomizeTutorial());
@@ -171,9 +179,9 @@ void Randomizer::RandomizeLasers() {
171void Randomizer::PreventSnipes() 179void Randomizer::PreventSnipes()
172{ 180{
173 // Distance-gate swamp snipe 1 to prevent RNG swamp snipe 181 // Distance-gate swamp snipe 1 to prevent RNG swamp snipe
174 _memory->WriteEntityData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {15.0}); 182 //_memory->WriteEntityData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {15.0});
175 // Distance-gate shadows laser to prevent sniping through the bars 183 // Distance-gate shadows laser to prevent sniping through the bars
176 _memory->WriteEntityData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); 184 //_memory->WriteEntityData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5});
177} 185}
178 186
179// Private methods 187// Private methods
@@ -186,21 +194,21 @@ void Randomizer::RandomizeTutorial() {
186} 194}
187 195
188void Randomizer::RandomizeSymmetry() { 196void Randomizer::RandomizeSymmetry() {
189 std::vector<int> randomOrder(transparent.size(), 0); 197 /*std::vector<int> randomOrder(transparent.size(), 0);
190 std::iota(randomOrder.begin(), randomOrder.end(), 0); 198 std::iota(randomOrder.begin(), randomOrder.end(), 0);
191 RandomizeRange(randomOrder, SWAP::NONE, 1, 5); 199 RandomizeRange(randomOrder, SWAP::NONE, 1, 5);
192 ReassignTargets(transparent, randomOrder); 200 ReassignTargets(transparent, randomOrder);*/
193} 201}
194 202
195void Randomizer::RandomizeDesert() { 203void Randomizer::RandomizeDesert() {
196 Randomize(desertPanels, SWAP::LINES); 204 //Randomize(desertPanels, SWAP::LINES);
197 205
198 // Turn off desert surface 8 206 // Turn off desert surface 8
199 _memory->WriteEntityData<float>(0x09F94, POWER, {0.0, 0.0}); 207 /*_memory->WriteEntityData<float>(0x09F94, POWER, {0.0, 0.0});
200 // Turn off desert flood final 208 // Turn off desert flood final
201 _memory->WriteEntityData<float>(0x18076, POWER, {0.0, 0.0}); 209 _memory->WriteEntityData<float>(0x18076, POWER, {0.0, 0.0});
202 // Change desert floating target to desert flood final 210 // Change desert floating target to desert flood final
203 _memory->WriteEntityData<int>(0x17ECA, TARGET, {0x18077}); 211 _memory->WriteEntityData<int>(0x17ECA, TARGET, {0x18077});*/
204} 212}
205 213
206void Randomizer::RandomizeQuarry() { 214void Randomizer::RandomizeQuarry() {
@@ -228,7 +236,7 @@ void Randomizer::RandomizeShadows() {
228 // Change shadows avoid 8 to power shadows follow 236 // Change shadows avoid 8 to power shadows follow
229 _memory->WriteEntityData<int>(0x1972F, TARGET, {0x1C34C}); 237 _memory->WriteEntityData<int>(0x1972F, TARGET, {0x1C34C});
230 238
231 std::vector<int> randomOrder(shadowsPanels.size(), 0); 239 /*std::vector<int> randomOrder(shadowsPanels.size(), 0);
232 std::iota(randomOrder.begin(), randomOrder.end(), 0); 240 std::iota(randomOrder.begin(), randomOrder.end(), 0);
233 RandomizeRange(randomOrder, SWAP::NONE, 0, 8); // Tutorial 241 RandomizeRange(randomOrder, SWAP::NONE, 0, 8); // Tutorial
234 RandomizeRange(randomOrder, SWAP::NONE, 8, 16); // Avoid 242 RandomizeRange(randomOrder, SWAP::NONE, 8, 16); // Avoid
@@ -237,12 +245,12 @@ void Randomizer::RandomizeShadows() {
237 // Turn off original starting panel 245 // Turn off original starting panel
238 _memory->WriteEntityData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f}); 246 _memory->WriteEntityData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f});
239 // Turn on new starting panel 247 // Turn on new starting panel
240 _memory->WriteEntityData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); 248 _memory->WriteEntityData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});*/
241} 249}
242 250
243void Randomizer::RandomizeTown() { 251void Randomizer::RandomizeTown() {
244 // @Hack...? To open the gate at the end 252 // @Hack...? To open the gate at the end
245 std::vector<int> randomOrder(orchard.size() + 1, 0); 253 /*std::vector<int> randomOrder(orchard.size() + 1, 0);
246 std::iota(randomOrder.begin(), randomOrder.end(), 0); 254 std::iota(randomOrder.begin(), randomOrder.end(), 0);
247 RandomizeRange(randomOrder, SWAP::NONE, 1, 5); 255 RandomizeRange(randomOrder, SWAP::NONE, 1, 5);
248 // Ensure that we open the gate before the final puzzle (by swapping) 256 // Ensure that we open the gate before the final puzzle (by swapping)
@@ -250,18 +258,18 @@ void Randomizer::RandomizeTown() {
250 int panel4Index = find(randomOrder, 4); 258 int panel4Index = find(randomOrder, 4);
251 randomOrder[std::min(panel3Index, panel4Index)] = 3; 259 randomOrder[std::min(panel3Index, panel4Index)] = 3;
252 randomOrder[std::max(panel3Index, panel4Index)] = 4; 260 randomOrder[std::max(panel3Index, panel4Index)] = 4;
253 ReassignTargets(orchard, randomOrder); 261 ReassignTargets(orchard, randomOrder);*/
254} 262}
255 263
256void Randomizer::RandomizeMonastery() { 264void Randomizer::RandomizeMonastery() {
257 std::vector<int> randomOrder(monasteryPanels.size(), 0); 265 /*std::vector<int> randomOrder(monasteryPanels.size(), 0);
258 std::iota(randomOrder.begin(), randomOrder.end(), 0); 266 std::iota(randomOrder.begin(), randomOrder.end(), 0);
259 RandomizeRange(randomOrder, SWAP::NONE, 3, 9); // Outer 2 & 3, Inner 1-4 267 RandomizeRange(randomOrder, SWAP::NONE, 3, 9); // Outer 2 & 3, Inner 1-4
260 ReassignTargets(monasteryPanels, randomOrder); 268 ReassignTargets(monasteryPanels, randomOrder);*/
261} 269}
262 270
263void Randomizer::RandomizeBunker() { 271void Randomizer::RandomizeBunker() {
264 std::vector<int> randomOrder(bunkerPanels.size(), 0); 272 /*std::vector<int> randomOrder(bunkerPanels.size(), 0);
265 std::iota(randomOrder.begin(), randomOrder.end(), 0); 273 std::iota(randomOrder.begin(), randomOrder.end(), 0);
266 // Randomize Tutorial 2-Advanced Tutorial 4 + Glass 1 274 // Randomize Tutorial 2-Advanced Tutorial 4 + Glass 1
267 // Tutorial 1 cannot be randomized, since no other panel can start on 275 // Tutorial 1 cannot be randomized, since no other panel can start on
@@ -270,16 +278,16 @@ void Randomizer::RandomizeBunker() {
270 // Randomize Glass 1-3 into everything after the door/glass 1 278 // Randomize Glass 1-3 into everything after the door/glass 1
271 const size_t glass1Index = find(randomOrder, 9); 279 const size_t glass1Index = find(randomOrder, 9);
272 RandomizeRange(randomOrder, SWAP::NONE, glass1Index + 1, 12); 280 RandomizeRange(randomOrder, SWAP::NONE, glass1Index + 1, 12);
273 ReassignTargets(bunkerPanels, randomOrder); 281 ReassignTargets(bunkerPanels, randomOrder);*/
274} 282}
275 283
276void Randomizer::RandomizeJungle() { 284void Randomizer::RandomizeJungle() {
277 std::vector<int> randomOrder(junglePanels.size(), 0); 285 /*std::vector<int> randomOrder(junglePanels.size(), 0);
278 std::iota(randomOrder.begin(), randomOrder.end(), 0); 286 std::iota(randomOrder.begin(), randomOrder.end(), 0);
279 // Waves 1 cannot be randomized, since no other panel can start on 287 // Waves 1 cannot be randomized, since no other panel can start on
280 RandomizeRange(randomOrder, SWAP::NONE, 1, 7); // Waves 2-7 288 RandomizeRange(randomOrder, SWAP::NONE, 1, 7); // Waves 2-7
281 RandomizeRange(randomOrder, SWAP::NONE, 8, 13); // Pitches 1-6 289 RandomizeRange(randomOrder, SWAP::NONE, 8, 13); // Pitches 1-6
282 ReassignTargets(junglePanels, randomOrder); 290 ReassignTargets(junglePanels, randomOrder);*/
283 291
284 // Fix the wall's target to point back to the cable, and the cable to point to the pitches panel. 292 // Fix the wall's target to point back to the cable, and the cable to point to the pitches panel.
285 // auto wallTarget = _memory->ReadPanelData<int>(junglePanels[7], TARGET, 1); 293 // auto wallTarget = _memory->ReadPanelData<int>(junglePanels[7], TARGET, 1);
@@ -292,10 +300,10 @@ void Randomizer::RandomizeSwamp() {
292 300
293void Randomizer::RandomizeMountain() { 301void Randomizer::RandomizeMountain() {
294 // Randomize multipanel 302 // Randomize multipanel
295 Randomize(mountainMultipanel, SWAP::LINES | SWAP::COLORS); 303 //Randomize(mountainMultipanel, SWAP::LINES | SWAP::COLORS);
296 304
297 // Randomize final pillars order 305 // Randomize final pillars order
298 std::vector<int> targets = {pillars[0] + 1}; 306 /*std::vector<int> targets = {pillars[0] + 1};
299 for (const int pillar : pillars) { 307 for (const int pillar : pillars) {
300 int target = _memory->ReadEntityData<int>(pillar, TARGET, 1)[0]; 308 int target = _memory->ReadEntityData<int>(pillar, TARGET, 1)[0];
301 targets.push_back(target); 309 targets.push_back(target);
@@ -312,14 +320,14 @@ void Randomizer::RandomizeMountain() {
312 _memory->WriteEntityData<float>(pillars[5], POWER, {0.0f, 0.0f}); 320 _memory->WriteEntityData<float>(pillars[5], POWER, {0.0f, 0.0f});
313 // Turn on new starting panels 321 // Turn on new starting panels
314 _memory->WriteEntityData<float>(pillars[randomOrder[0]], POWER, {1.0f, 1.0f}); 322 _memory->WriteEntityData<float>(pillars[randomOrder[0]], POWER, {1.0f, 1.0f});
315 _memory->WriteEntityData<float>(pillars[randomOrder[5]], POWER, {1.0f, 1.0f}); 323 _memory->WriteEntityData<float>(pillars[randomOrder[5]], POWER, {1.0f, 1.0f});*/
316} 324}
317 325
318void Randomizer::RandomizeChallenge() { 326void Randomizer::RandomizeChallenge() {
319 ChallengeRandomizer cr(_memory, Random::RandInt(1, 0x7FFFFFFF)); // 0 will trigger an "RNG not initialized" block 327 /*ChallengeRandomizer cr(_memory, Random::RandInt(1, 0x7FFFFFFF)); // 0 will trigger an "RNG not initialized" block
320 for (int panel : challengePanels) { 328 for (int panel : challengePanels) {
321 _memory->WriteEntityData<int>(panel, POWER_OFF_ON_FAIL, {0}); 329 _memory->WriteEntityData<int>(panel, POWER_OFF_ON_FAIL, {0});
322 } 330 }*/
323} 331}
324 332
325void Randomizer::RandomizeAudioLogs() { 333void Randomizer::RandomizeAudioLogs() {
@@ -338,92 +346,80 @@ void Randomizer::RandomizeRange(std::vector<int> &panels, int flags, size_t star
338 if (panels.size() == 0) return; 346 if (panels.size() == 0) return;
339 if (startIndex >= endIndex) return; 347 if (startIndex >= endIndex) return;
340 if (endIndex >= panels.size()) endIndex = static_cast<int>(panels.size()); 348 if (endIndex >= panels.size()) endIndex = static_cast<int>(panels.size());
341 for (size_t i = endIndex-1; i > startIndex; i--) { 349 for (size_t i = 0; i < panels.size(); i++) {
342 const int target = Random::RandInt(static_cast<int>(startIndex), static_cast<int>(i)); 350 /*const int target = Random::RandInt(static_cast<int>(startIndex), static_cast<int>(i));
343 if (i != target) { 351 if (i != target) {
344 // std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl; 352 // std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl;
345 SwapPanels(panels[i], panels[target], flags); 353 SwapPanels(panels[i], panels[target], flags);
346 std::swap(panels[i], panels[target]); // Panel indices in the array 354 //std::swap(panels[i], panels[target]); // Panel indices in the array
347 } 355 }*/
356
348 } 357 }
349} 358}
350 359
351void Randomizer::SwapPanels(int panel1, int panel2, int flags) { 360void Randomizer::Tutorialise(int panel1, int tutorialStraight) {
352 std::map<int, int> offsets; 361 //const int tutorialStraight = 0x00064;
353 362
354 if (flags & SWAP::TARGETS) { 363 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PATH_COLOR, 16);
355 offsets[TARGET] = sizeof(int); 364 _memory->CopyEntityData<byte>(tutorialStraight, panel1, REFLECTION_PATH_COLOR, 16);
356 } 365 _memory->CopyEntityData<byte>(tutorialStraight, panel1, DOT_COLOR, 16);
357 if (flags & SWAP::AUDIO_NAMES) { 366 _memory->CopyEntityData<byte>(tutorialStraight, panel1, ACTIVE_COLOR, 16);
358 offsets[AUDIO_LOG_NAME] = sizeof(void*); 367 _memory->CopyEntityData<byte>(tutorialStraight, panel1, BACKGROUND_REGION_COLOR, 12);
359 } 368 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SUCCESS_COLOR_A, 16);
360 if (flags & SWAP::COLORS) { 369 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SUCCESS_COLOR_B, 16);
361 offsets[PATH_COLOR] = 16; 370 _memory->CopyEntityData<byte>(tutorialStraight, panel1, STROBE_COLOR_A, 16);
362 offsets[REFLECTION_PATH_COLOR] = 16; 371 _memory->CopyEntityData<byte>(tutorialStraight, panel1, STROBE_COLOR_B, 16);
363 offsets[DOT_COLOR] = 16; 372 _memory->CopyEntityData<byte>(tutorialStraight, panel1, ERROR_COLOR, 16);
364 offsets[ACTIVE_COLOR] = 16; 373 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PATTERN_POINT_COLOR, 16);
365 offsets[BACKGROUND_REGION_COLOR] = 12; // Not copying alpha to preserve transparency. 374 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PATTERN_POINT_COLOR_A, 16);
366 offsets[SUCCESS_COLOR_A] = 16; 375 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PATTERN_POINT_COLOR_B, 16);
367 offsets[SUCCESS_COLOR_B] = 16; 376 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SYMBOL_A, 16);
368 offsets[STROBE_COLOR_A] = 16; 377 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SYMBOL_B, 16);
369 offsets[STROBE_COLOR_B] = 16; 378 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SYMBOL_C, 16);
370 offsets[ERROR_COLOR] = 16; 379 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SYMBOL_D, 16);
371 offsets[PATTERN_POINT_COLOR] = 16; 380 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SYMBOL_E, 16);
372 offsets[PATTERN_POINT_COLOR_A] = 16; 381 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PUSH_SYMBOL_COLORS, sizeof(int));
373 offsets[PATTERN_POINT_COLOR_B] = 16; 382 _memory->CopyEntityData<byte>(tutorialStraight, panel1, OUTER_BACKGROUND, 16);
374 offsets[SYMBOL_A] = 16; 383 _memory->CopyEntityData<byte>(tutorialStraight, panel1, OUTER_BACKGROUND_MODE, sizeof(int));
375 offsets[SYMBOL_B] = 16; 384 _memory->CopyEntityData<byte>(tutorialStraight, panel1, NUM_COLORED_REGIONS, sizeof(int));
376 offsets[SYMBOL_C] = 16; 385 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, COLORED_REGIONS, NUM_COLORED_REGIONS);
377 offsets[SYMBOL_D] = 16; 386 _memory->CopyEntityData<byte>(tutorialStraight, panel1, TRACED_EDGES, 16);
378 offsets[SYMBOL_E] = 16; 387 _memory->CopyEntityData<byte>(tutorialStraight, panel1, PATH_WIDTH_SCALE, sizeof(float));
379 offsets[PUSH_SYMBOL_COLORS] = sizeof(int); 388 _memory->CopyEntityData<byte>(tutorialStraight, panel1, STARTPOINT_SCALE, sizeof(float));
380 offsets[OUTER_BACKGROUND] = 16; 389 _memory->CopyEntityData<byte>(tutorialStraight, panel1, NUM_DOTS, sizeof(int));
381 offsets[OUTER_BACKGROUND_MODE] = sizeof(int); 390 _memory->CopyEntityData<byte>(tutorialStraight, panel1, NUM_CONNECTIONS, sizeof(int));
382 // These two control the "burn intensity", but I can't swap out burn marks in new ver, so they should probably stay tied to each frame. 391 _memory->CopyArray<float>(tutorialStraight, panel1, DOT_POSITIONS, _memory->ReadEntityData<int>(tutorialStraight, NUM_DOTS, sizeof(int))[0]*2);
383 // offsets[SPECULAR_ADD] = sizeof(float); 392 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DOT_FLAGS, NUM_DOTS);
384 // offsets[SPECULAR_POWER] = sizeof(int); 393 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DOT_CONNECTION_A, NUM_CONNECTIONS);
385 offsets[NUM_COLORED_REGIONS] = sizeof(int); 394 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DOT_CONNECTION_B, NUM_CONNECTIONS);
386 offsets[COLORED_REGIONS] = sizeof(void*); 395 _memory->CopyEntityData<byte>(tutorialStraight, panel1, NUM_DECORATIONS, sizeof(int));
387 } 396 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DECORATIONS, NUM_DECORATIONS);
388 if (flags & SWAP::LINES) { 397 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DECORATION_FLAGS, NUM_DECORATIONS);
389 offsets[TRACED_EDGES] = 16; 398 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DECORATION_COLORS, NUM_DECORATIONS);
390 offsets[AUDIO_PREFIX] = sizeof(void*); 399 //_memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, REFLECTION_DATA, NUM_DOTS);
400 _memory->WritePanelData<long long>(panel1, REFLECTION_DATA, { 0 });
401 _memory->CopyEntityData<byte>(tutorialStraight, panel1, SEQUENCE_LEN, sizeof(int));
402 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, SEQUENCE, SEQUENCE_LEN);
403 _memory->CopyEntityData<byte>(tutorialStraight, panel1, DOT_SEQUENCE_LEN, sizeof(int));
404 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DOT_SEQUENCE, DOT_SEQUENCE_LEN);
405 _memory->CopyEntityData<byte>(tutorialStraight, panel1, DOT_SEQUENCE_LEN_REFLECTION, sizeof(int));
406 _memory->CopyArrayDynamicSize<int>(tutorialStraight, panel1, DOT_SEQUENCE_REFLECTION, DOT_SEQUENCE_LEN_REFLECTION);
407 _memory->CopyEntityData<byte>(tutorialStraight, panel1, GRID_SIZE_X, sizeof(int));
408 _memory->CopyEntityData<byte>(tutorialStraight, panel1, GRID_SIZE_Y, sizeof(int));
409 _memory->CopyEntityData<byte>(tutorialStraight, panel1, STYLE_FLAGS, sizeof(int));
410
411
412
413
414 //arrays.push_back(AUDIO_PREFIX);
391// offsets[IS_CYLINDER] = sizeof(int); 415// offsets[IS_CYLINDER] = sizeof(int);
392// offsets[CYLINDER_Z0] = sizeof(float); 416// offsets[CYLINDER_Z0] = sizeof(float);
393// offsets[CYLINDER_Z1] = sizeof(float); 417// offsets[CYLINDER_Z1] = sizeof(float);
394// offsets[CYLINDER_RADIUS] = sizeof(float); 418// offsets[CYLINDER_RADIUS] = sizeof(float);
395 offsets[PATH_WIDTH_SCALE] = sizeof(float);
396 offsets[STARTPOINT_SCALE] = sizeof(float);
397 offsets[NUM_DOTS] = sizeof(int);
398 offsets[NUM_CONNECTIONS] = sizeof(int);
399 offsets[DOT_POSITIONS] = sizeof(void*);
400 offsets[DOT_FLAGS] = sizeof(void*);
401 offsets[DOT_CONNECTION_A] = sizeof(void*);
402 offsets[DOT_CONNECTION_B] = sizeof(void*);
403 offsets[DECORATIONS] = sizeof(void*);
404 offsets[DECORATION_FLAGS] = sizeof(void*);
405 offsets[DECORATION_COLORS] = sizeof(void*);
406 offsets[NUM_DECORATIONS] = sizeof(int);
407 offsets[REFLECTION_DATA] = sizeof(void*);
408 offsets[GRID_SIZE_X] = sizeof(int);
409 offsets[GRID_SIZE_Y] = sizeof(int);
410 offsets[STYLE_FLAGS] = sizeof(int);
411 offsets[SEQUENCE_LEN] = sizeof(int);
412 offsets[SEQUENCE] = sizeof(void*);
413 offsets[DOT_SEQUENCE_LEN] = sizeof(int);
414 offsets[DOT_SEQUENCE] = sizeof(void*);
415 offsets[DOT_SEQUENCE_LEN_REFLECTION] = sizeof(int);
416 offsets[DOT_SEQUENCE_REFLECTION] = sizeof(void*);
417 offsets[PANEL_TARGET] = sizeof(void*);
418 offsets[SPECULAR_TEXTURE] = sizeof(void*);
419 }
420 419
421 for (auto const& [offset, size] : offsets) { 420 //arrays.push_back(PANEL_TARGET);
422 std::vector<byte> panel1data = _memory->ReadEntityData<byte>(panel1, offset, size); 421 //arrays.push_back(SPECULAR_TEXTURE);
423 std::vector<byte> panel2data = _memory->ReadEntityData<byte>(panel2, offset, size); 422
424 _memory->WriteEntityData<byte>(panel2, offset, panel1data);
425 _memory->WriteEntityData<byte>(panel1, offset, panel2data);
426 }
427} 423}
428 424
429void Randomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order, std::vector<int> targets) { 425void Randomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order, std::vector<int> targets) {
diff --git a/Source/Randomizer.h b/Source/Randomizer.h index bd8895b..ae89dc9 100644 --- a/Source/Randomizer.h +++ b/Source/Randomizer.h
@@ -37,7 +37,7 @@ private:
37 37
38 void Randomize(std::vector<int>& panels, int flags); 38 void Randomize(std::vector<int>& panels, int flags);
39 void RandomizeRange(std::vector<int> &panels, int flags, size_t startIndex, size_t endIndex); 39 void RandomizeRange(std::vector<int> &panels, int flags, size_t startIndex, size_t endIndex);
40 void SwapPanels(int panel1, int panel2, int flags); 40 void Tutorialise(int panel1, int copyFrom);
41 void ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order, std::vector<int> targets = {}); 41 void ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order, std::vector<int> targets = {});
42 void ReassignNames(const std::vector<int>& panels, const std::vector<int>& order); 42 void ReassignNames(const std::vector<int>& panels, const std::vector<int>& order);
43 43