From 2c9afc07fe5cc53fefb90540d5db2ca424c71a51 Mon Sep 17 00:00:00 2001 From: jbzdarkid Date: Sat, 27 Oct 2018 23:28:42 -0700 Subject: Major restructuring -- also set up for UI work tomorrow --- Source/Main.cpp | Bin 0 -> 9990 bytes Source/Main.h | Bin 0 -> 80 bytes Source/Memory.cpp | 80 +++++ Source/Memory.h | 51 ++++ Source/Panels.h | 681 ++++++++++++++++++++++++++++++++++++++++++ Source/Randomizer.cpp | 251 ++++++++++++++++ Source/Randomizer.h | 157 ++++++++++ Source/Resource.h | Bin 0 -> 1456 bytes Source/Source.ico | Bin 0 -> 46227 bytes Source/Source.rc | Bin 0 -> 6810 bytes Source/Source.vcxproj | 181 +++++++++++ Source/Source.vcxproj.filters | 67 +++++ Source/small.ico | Bin 0 -> 46227 bytes Source/stdafx.cpp | Bin 0 -> 44 bytes Source/stdafx.h | Bin 0 -> 1046 bytes Source/targetver.h | Bin 0 -> 630 bytes 16 files changed, 1468 insertions(+) create mode 100644 Source/Main.cpp create mode 100644 Source/Main.h create mode 100644 Source/Memory.cpp create mode 100644 Source/Memory.h create mode 100644 Source/Panels.h create mode 100644 Source/Randomizer.cpp create mode 100644 Source/Randomizer.h create mode 100644 Source/Resource.h create mode 100644 Source/Source.ico create mode 100644 Source/Source.rc create mode 100644 Source/Source.vcxproj create mode 100644 Source/Source.vcxproj.filters create mode 100644 Source/small.ico create mode 100644 Source/stdafx.cpp create mode 100644 Source/stdafx.h create mode 100644 Source/targetver.h (limited to 'Source') diff --git a/Source/Main.cpp b/Source/Main.cpp new file mode 100644 index 0000000..0b9d8c5 Binary files /dev/null and b/Source/Main.cpp differ diff --git a/Source/Main.h b/Source/Main.h new file mode 100644 index 0000000..c4aafa3 Binary files /dev/null and b/Source/Main.h differ diff --git a/Source/Memory.cpp b/Source/Memory.cpp new file mode 100644 index 0000000..0afeded --- /dev/null +++ b/Source/Memory.cpp @@ -0,0 +1,80 @@ +#include "Memory.h" +#include +#include +#include + +#undef PROCESSENTRY32 +#undef Process32Next + +Memory::Memory(const std::string& processName) { + // First, get the handle of the process + PROCESSENTRY32 entry; + entry.dwSize = sizeof(entry); + HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); + while (Process32Next(snapshot, &entry)) { + if (processName == entry.szExeFile) { + _handle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, entry.th32ProcessID); + break; + } + } + if (!_handle) { + std::cout << "Couldn't find " << processName.c_str() << ", is it open?" << std::endl; + exit(EXIT_FAILURE); + } + + // Next, get the process base address + DWORD numModules; + std::vector moduleList(1024); + EnumProcessModulesEx(_handle, &moduleList[0], static_cast(moduleList.size()), &numModules, 3); + + std::string name(64, 0); + for (DWORD i = 0; i < numModules / sizeof(HMODULE); i++) { + GetModuleBaseNameA(_handle, moduleList[i], &name[0], sizeof(name)); + + // TODO: Filling with 0s still yeilds name.size() == 64... + if (strcmp(processName.c_str(), name.c_str()) == 0) { + _baseAddress = (uintptr_t)moduleList[i]; + break; + } + } + if (_baseAddress == 0) { + std::cout << "Couldn't find the base process address!" << std::endl; + exit(EXIT_FAILURE); + } +} + +Memory::~Memory() { + CloseHandle(_handle); +} + +void Memory::ThrowError() { + std::string message(256, '\0'); + FormatMessageA(4096, nullptr, GetLastError(), 1024, &message[0], static_cast(message.length()), nullptr); + std::cout << message.c_str() << std::endl; + exit(EXIT_FAILURE); +} + +void* Memory::ComputeOffset(std::vector offsets) +{ + // Leave off the last offset, since it will be either read/write, and may not be of type unitptr_t. + int final_offset = offsets.back(); + offsets.pop_back(); + + uintptr_t cumulativeAddress = _baseAddress; + for (const int offset : offsets) { + cumulativeAddress += offset; + + const auto search = _computedAddresses.find(cumulativeAddress); + if (search == std::end(_computedAddresses)) { + // If the address is not yet computed, then compute it. + uintptr_t computedAddress = 0; + if (!ReadProcessMemory(_handle, reinterpret_cast(cumulativeAddress), &computedAddress, sizeof(uintptr_t), NULL)) { + ThrowError(); + } + _computedAddresses[cumulativeAddress] = computedAddress; + } + + cumulativeAddress = _computedAddresses[cumulativeAddress]; + } + return reinterpret_cast(cumulativeAddress + final_offset); +} diff --git a/Source/Memory.h b/Source/Memory.h new file mode 100644 index 0000000..8e8bbc3 --- /dev/null +++ b/Source/Memory.h @@ -0,0 +1,51 @@ +#pragma once +#include +#include +#include + +// https://github.com/erayarslan/WriteProcessMemory-Example +// http://stackoverflow.com/q/32798185 +// http://stackoverflow.com/q/36018838 +// http://stackoverflow.com/q/1387064 +class Memory +{ +public: + Memory(const std::string& processName); + ~Memory(); + + Memory(const Memory& memory) = delete; + Memory& operator=(const Memory& other) = delete; + + template + std::vector ReadData(const std::vector& offsets, size_t numItems) { + std::vector data; + data.resize(numItems); + for (int i=0; i<5; i++) { + if (ReadProcessMemory(_handle, ComputeOffset(offsets), &data[0], sizeof(T) * numItems, nullptr)) + { + return data; + } + } + ThrowError(); + return {}; + } + + template + void WriteData(const std::vector& offsets, const std::vector& data) { + for (int i=0; i<5; i++) { + if (WriteProcessMemory(_handle, ComputeOffset(offsets), &data[0], sizeof(T) * data.size(), nullptr)) { + return; + } + } + ThrowError(); + } + +private: + void ThrowError(); + + void* ComputeOffset(std::vector offsets); + + std::map _computedAddresses; + uintptr_t _baseAddress = 0; + HANDLE _handle = nullptr; +}; \ No newline at end of file diff --git a/Source/Panels.h b/Source/Panels.h new file mode 100644 index 0000000..e070005 --- /dev/null +++ b/Source/Panels.h @@ -0,0 +1,681 @@ +#pragma once +#include + +// Some of these (the puzzle ones) are duplicated elsewhere +std::vector lasers = { + 0x0360D, // Symmetry + 0x03615, // Swamp + 0x09DE0, // Bunker + 0x17CA4, // Monastery + 0x032F5, // Town + 0x03613, // Treehouse + 0x0360E, // Keep Front Laser +// 0x03317, // Keep Back Laser +// 0x03608, // Desert + 0x03612, // Quarry + 0x03616, // Jungle + 0x19650, // Shadows +}; + +// Note: Some of these (non-desert) are duplicated elsewhere +std::vector burnablePanels = { + 0x17D9C, // Treehouse Yellow 7 + 0x17DC2, // Treehouse Yellow 8 + 0x17DC4, // Treehouse Yellow 9 + 0x00999, // Swamp Discontinuous 1 + 0x0099D, // Swamp Discontinuous 2 + 0x009A0, // Swamp Discontinuous 3 + 0x009A1, // Swamp Discontinuous 4 + 0x00007, // Swamp Rotation Tutorial 1 + 0x00008, // Swamp Rotation Tutorial 2 + 0x00009, // Swamp Rotation Tutorial 3 + 0x0000A, // Swamp Rotation Tutorial 4 + 0x28AC7, // Town Blue 1 + 0x28AC8, // Town Blue 2 + 0x28ACA, // Town Blue 3 + 0x28ACB, // Town Blue 4 + 0x28ACC, // Town Blue 5 + 0x17CF0, // Mill Discard + + 0x00698, // Desert Surface 1 + 0x0048F, // Desert Surface 2 + 0x09F92, // Desert Surface 3 + 0x0A036, // Desert Surface 4 + 0x09DA6, // Desert Surface 5 + 0x0A049, // Desert Surface 6 + 0x0A053, // Desert Surface 7 + 0x09F94, // Desert Surface 8 + 0x00422, // Desert Light 1 + 0x006E3, // Desert Light 2 + 0x0A02D, // Desert Light 3 + 0x00C72, // Desert Pond 1 + 0x0129D, // Desert Pond 2 + 0x008BB, // Desert Pond 3 + 0x0078D, // Desert Pond 4 + 0x18313, // Desert Pond 5 + 0x04D18, // Desert Flood 1 + 0x01205, // Desert Flood 2 + 0x181AB, // Desert Flood 3 + 0x0117A, // Desert Flood 4 + 0x17ECA, // Desert Flood 5 + 0x012D7, // Desert Final Far +}; + +// Note: Some of these (non-controls) are duplicated elsewhere +// TODO: Gave up +std::vector leftRightPanels = { + 0x01A54, // Glass Factory Entry + 0x00086, // Glass Factory Vertical Symmetry 1 + 0x00087, // Glass Factory Vertical Symmetry 2 + 0x00059, // Glass Factory Vertical Symmetry 3 + 0x00062, // Glass Factory Vertical Symmetry 4 + 0x00025, // Symmetry Island Black Dots 4 + 0x00026, // Symmetry Island Black Dots 5 + 0x00072, // Symmetry Island Fading Lines 3 + + 0x17D02, // Town Windmill Control +}; + +// These panels are very tall (aka not square) and can't take symmetry panels on them. +std::vector tallUpDownPanels = { + 0x335AB, // UTM In Elevator Control + 0x3369D, // UTM Lower Elevator Control + 0x335AC, // UTM Upper Elevator Control + 0x09EEB, // Mountain 2 Elevator +}; + +// Note: Some of these (non-controls) are duplicated elsewhere +std::vector upDownPanels = { + 0x0008D, // Glass Factory Rotational Symmetry 1 + 0x00081, // Glass Factory Rotational Symmetry 2 + 0x00083, // Glass Factory Rotational Symmetry 3 + 0x00084, // Glass Factory Melting 1 + 0x00070, // Symmetry Island Fading Lines 5 + 0x01E5A, // Mill Entry Door Left + 0x28AC7, // Town Blue 1 + 0x28AC8, // Town Blue 2 + 0x28ACA, // Town Blue 3 + 0x28ACB, // Town Blue 4 + 0x28ACC, // Town Blue 5 + 0x00029, // UTM Invisible Dots Symmetry 3 + + 0x0A3B5, // Tutorial Back Left + 0x17CC4, // Mill Elevator Control +}; + +// Note: Some of these (non-controls) are duplicated elsewhere +std::vector leftForwardRightPanels = { +// 0x00075, // Symmetry Island Colored Dots 3 +// 0x288EA, // UTM Perspective 1 +// 0x288FC, // UTM Perspective 2 +// 0x289E7, // UTM Perspective 3 + + 0x17DD1, // Treehouse Left Orange 9 + 0x17CE3, // Treehouse Right Orange 4 + 0x17DB7, // Treehouse Right Orange 10 + 0x17E52, // Treehouse Green 4 +}; + +std::vector pillars = { + 0x0383D, // Mountain 3 Left Pillar 1 + 0x0383F, // Mountain 3 Left Pillar 2 + 0x03859, // Mountain 3 Left Pillar 3 + 0x339BB, // Mountain 3 Left Pillar 4 + 0x0383A, // Mountain 3 Right Pillar 1 + 0x09E56, // Mountain 3 Right Pillar 2 + 0x09E5A, // Mountain 3 Right Pillar 3 + 0x33961, // Mountain 3 Right Pillar 4 + 0x09DD5, // UTM Challenge Pillar +// 0x1C31A, // Challenge Left Pillar +// 0x1C319, // Challenge Right Pillar +}; + +std::vector mountainMultipanel = { + 0x09FCC, // Mountain 2 Multipanel 1 + 0x09FCE, // Mountain 2 Multipanel 2 + 0x09FCF, // Mountain 2 Multipanel 3 + 0x09FD0, // Mountain 2 Multipanel 4 + 0x09FD1, // Mountain 2 Multipanel 5 + 0x09FD2, // Mountain 2 Multipanel 6 +}; + +std::vector squarePanels = { + 0x00064, // Tutorial Straight + 0x00182, // Tutorial Bend + 0x0A3B2, // Tutorial Back Right + 0x00295, // Tutorial Center Left + 0x00293, // Tutorial Front Center + 0x002C2, // Tutorial Front Left + 0x0005D, // Outside Tutorial Dots Tutorial 1 + 0x0005E, // Outside Tutorial Dots Tutorial 2 + 0x0005F, // Outside Tutorial Dots Tutorial 3 + 0x00060, // Outside Tutorial Dots Tutorial 4 + 0x00061, // Outside Tutorial Dots Tutorial 5 + 0x018AF, // Outside Tutorial Stones Tutorial 1 + 0x0001B, // Outside Tutorial Stones Tutorial 2 + 0x012C9, // Outside Tutorial Stones Tutorial 3 + 0x0001C, // Outside Tutorial Stones Tutorial 4 + 0x0001D, // Outside Tutorial Stones Tutorial 5 + 0x0001E, // Outside Tutorial Stones Tutorial 6 + 0x0001F, // Outside Tutorial Stones Tutorial 7 + 0x00020, // Outside Tutorial Stones Tutorial 8 + 0x00021, // Outside Tutorial Stones Tutorial 9 + 0x033D4, // Outside Tutorial Vault + 0x0A171, // Tutorial Optional Door 1 + 0x04CA4, // Tutorial Optional Door 2 + 0x17CFB, // Outside Tutorial Discard + 0x3C12B, // Glass Factory Discard + 0x01A54, // Glass Factory Entry + 0x00086, // Glass Factory Vertical Symmetry 1 + 0x00087, // Glass Factory Vertical Symmetry 2 + 0x00059, // Glass Factory Vertical Symmetry 3 + 0x00062, // Glass Factory Vertical Symmetry 4 + 0x0008D, // Glass Factory Rotational Symmetry 1 + 0x00081, // Glass Factory Rotational Symmetry 2 + 0x00083, // Glass Factory Rotational Symmetry 3 + 0x00084, // Glass Factory Melting 1 + 0x00082, // Glass Factory Melting 2 + 0x0343A, // Glass Factory Melting 3 + 0x000B0, // Symmetry Island Door 1 + 0x00022, // Symmetry Island Black Dots 1 + 0x00023, // Symmetry Island Black Dots 2 + 0x00024, // Symmetry Island Black Dots 3 + 0x00025, // Symmetry Island Black Dots 4 + 0x00026, // Symmetry Island Black Dots 5 + 0x0007C, // Symmetry Island Colored Dots 1 + 0x0007E, // Symmetry Island Colored Dots 2 + 0x00075, // Symmetry Island Colored Dots 3 + 0x00073, // Symmetry Island Colored Dots 4 + 0x00077, // Symmetry Island Colored Dots 5 + 0x00079, // Symmetry Island Colored Dots 6 + 0x00065, // Symmetry Island Fading Lines 1 + 0x0006D, // Symmetry Island Fading Lines 2 + 0x00072, // Symmetry Island Fading Lines 3 + 0x0006F, // Symmetry Island Fading Lines 4 + 0x00070, // Symmetry Island Fading Lines 5 + 0x00071, // Symmetry Island Fading Lines 6 + 0x00076, // Symmetry Island Fading Lines 7 + 0x00A52, // Symmetry Island Laser Yellow 1 + 0x00A57, // Symmetry Island Laser Yellow 2 + 0x00A5B, // Symmetry Island Laser Yellow 3 + 0x00A61, // Symmetry Island Laser Blue 1 + 0x00A64, // Symmetry Island Laser Blue 2 + 0x00A68, // Symmetry Island Laser Blue 3 + 0x17CE7, // Desert Discard + 0x0CC7B, // Desert Vault + 0x01E5A, // Mill Entry Door Left + 0x01E59, // Mill Entry Door Right + 0x00E0C, // Mill Lower Row 1 + 0x01489, // Mill Lower Row 2 + 0x0148A, // Mill Lower Row 3 + 0x014D9, // Mill Lower Row 4 + 0x014E7, // Mill Lower Row 5 + 0x014E8, // Mill Lower Row 6 + 0x00557, // Mill Upper Row 1 + 0x005F1, // Mill Upper Row 2 + 0x00620, // Mill Upper Row 3 + 0x009F5, // Mill Upper Row 4 + 0x0146C, // Mill Upper Row 5 + 0x3C12D, // Mill Upper Row 6 + 0x03686, // Mill Upper Row 7 + 0x014E9, // Mill Upper Row 8 + 0x0367C, // Mill Control Room 1 + 0x3C125, // Mill Control Room 2 + 0x03677, // Mill Stairs Control + 0x17CF0, // Mill Discard + 0x03612, // Quarry Laser + 0x021D5, // Boathouse Ramp Activation Shapers + 0x034D4, // Boathouse Ramp Activation Stars + 0x021B3, // Boathouse Erasers and Shapers 1 + 0x021B4, // Boathouse Erasers and Shapers 2 + 0x021B0, // Boathouse Erasers and Shapers 3 + 0x021AF, // Boathouse Erasers and Shapers 4 + 0x021AE, // Boathouse Erasers and Shapers 5 + 0x021B5, // Boathouse Erasers and Stars 1 + 0x021B6, // Boathouse Erasers and Stars 2 + 0x021B7, // Boathouse Erasers and Stars 3 + 0x021BB, // Boathouse Erasers and Stars 4 + 0x09DB5, // Boathouse Erasers and Stars 5 + 0x09DB1, // Boathouse Erasers and Stars 6 + 0x3C124, // Boathouse Erasers and Stars 7 + 0x09DB3, // Boathouse Erasers Shapers and Stars 1 + 0x09DB4, // Boathouse Erasers Shapers and Stars 2 + 0x0A3CB, // Boathouse Erasers Shapers and Stars 3 + 0x0A3CC, // Boathouse Erasers Shapers and Stars 4 + 0x0A3D0, // Boathouse Erasers Shapers and Stars 5 + 0x09E57, // Quarry Entry Gate 1 + 0x17C09, // Quarry Entry Gate 2 + 0x0288C, // Treehouse Door 1 + 0x02886, // Treehouse Door 2 + 0x17D72, // Treehouse Yellow 1 + 0x17D8F, // Treehouse Yellow 2 + 0x17D74, // Treehouse Yellow 3 + 0x17DAC, // Treehouse Yellow 4 + 0x17D9E, // Treehouse Yellow 5 + 0x17DB9, // Treehouse Yellow 6 + 0x17D9C, // Treehouse Yellow 7 + 0x17DC2, // Treehouse Yellow 8 + 0x17DC4, // Treehouse Yellow 9 + 0x0A182, // Treehouse Door 3 + 0x17DC8, // Treehouse First Purple 1 + 0x17DC7, // Treehouse First Purple 2 + 0x17CE4, // Treehouse First Purple 3 + 0x17D2D, // Treehouse First Purple 4 + 0x17D6C, // Treehouse First Purple 5 + 0x17D9B, // Treehouse Second Purple 1 + 0x17D99, // Treehouse Second Purple 2 + 0x17DAA, // Treehouse Second Purple 3 + 0x17D97, // Treehouse Second Purple 4 + 0x17BDF, // Treehouse Second Purple 5 + 0x17D91, // Treehouse Second Purple 6 + 0x17DC6, // Treehouse Second Purple 7 + 0x17DB3, // Treehouse Left Orange 1 + 0x17DB5, // Treehouse Left Orange 2 + 0x17DB6, // Treehouse Left Orange 3 + 0x17DC0, // Treehouse Left Orange 4 + 0x17DD7, // Treehouse Left Orange 5 + 0x17DD9, // Treehouse Left Orange 6 + 0x17DB8, // Treehouse Left Orange 7 + 0x17DDC, // Treehouse Left Orange 8 + 0x17DDE, // Treehouse Left Orange 10 + 0x17DE3, // Treehouse Left Orange 11 + 0x17DEC, // Treehouse Left Orange 12 + 0x17DAE, // Treehouse Left Orange 13 + 0x17DB0, // Treehouse Left Orange 14 + 0x17DDB, // Treehouse Left Orange 15 + 0x17D88, // Treehouse Right Orange 1 + 0x17DB4, // Treehouse Right Orange 2 + 0x17D8C, // Treehouse Right Orange 3 + 0x17DCD, // Treehouse Right Orange 5 + 0x17DB2, // Treehouse Right Orange 6 + 0x17DCC, // Treehouse Right Orange 7 + 0x17DCA, // Treehouse Right Orange 8 + 0x17D8E, // Treehouse Right Orange 9 + 0x17DB1, // Treehouse Right Orange 11 + 0x17DA2, // Treehouse Right Orange 12 + 0x17E3C, // Treehouse Green 1 + 0x17E4D, // Treehouse Green 2 + 0x17E4F, // Treehouse Green 3 + 0x17E5B, // Treehouse Green 5 + 0x17E5F, // Treehouse Green 6 + 0x17E61, // Treehouse Green 7 + 0x17FA9, // Treehouse Green Bridge Discard + 0x17FA0, // Treehouse Laser Discard + 0x00139, // Keep Hedges 1 + 0x019DC, // Keep Hedges 2 + 0x019E7, // Keep Hedges 3 + 0x01A0F, // Keep Hedges 4 + 0x0360E, // Keep Front Laser + 0x03317, // Keep Back Laser + 0x17D27, // Keep Discard + 0x17D28, // Shipwreck Discard + 0x00AFB, // Shipwreck Vault + 0x2899C, // Town 25 Dots 1 + 0x28A33, // Town 25 Dots 2 + 0x28ABF, // Town 25 Dots 3 + 0x28AC0, // Town 25 Dots 4 + 0x28AC1, // Town 25 Dots 5 + 0x28938, // Town Apple Tree + 0x28AC7, // Town Blue 1 + 0x28AC8, // Town Blue 2 + 0x28ACA, // Town Blue 3 + 0x28ACB, // Town Blue 4 + 0x28ACC, // Town Blue 5 + 0x28A0D, // Town Church Stars + 0x28AD9, // Town Eraser + 0x28998, // Town Green Door + 0x0A0C8, // Town Orange Crate + 0x17D01, // Town Orange Crate Discard + 0x03C08, // Town RGB Stars + 0x03C0C, // Town RGB Stones + 0x17C71, // Town Rooftop Discard + 0x17F5F, // Town Windmill Door + 0x17F89, // Theater Entrance + 0x17CF7, // Theater Discard + 0x33AB2, // Theater Corona Exit + 0x0A168, // Theater Sun Exit + 0x00B10, // Monastery Left Door + 0x00C92, // Monastery Right Door + 0x17C2E, // Bunker Entry Door + 0x0056E, // Swamp Entry + 0x00469, // Swamp Tutorial 1 + 0x00472, // Swamp Tutorial 2 + 0x00262, // Swamp Tutorial 3 + 0x00474, // Swamp Tutorial 4 + 0x00553, // Swamp Tutorial 5 + 0x0056F, // Swamp Tutorial 6 + 0x00390, // Swamp Tutorial 7 + 0x010CA, // Swamp Tutorial 8 + 0x00983, // Swamp Tutorial 9 + 0x00984, // Swamp Tutorial 10 + 0x00986, // Swamp Tutorial 11 + 0x00985, // Swamp Tutorial 12 + 0x00987, // Swamp Tutorial 13 + 0x181A9, // Swamp Tutorial 14 + 0x00982, // Swamp Red 1 + 0x0097F, // Swamp Red 2 + 0x0098F, // Swamp Red 3 + 0x00990, // Swamp Red 4 + 0x17C0D, // Swamp Red Shortcut 1 + 0x17C0E, // Swamp Red Shortcut 2 + 0x00999, // Swamp Discontinuous 1 + 0x0099D, // Swamp Discontinuous 2 + 0x009A0, // Swamp Discontinuous 3 + 0x009A1, // Swamp Discontinuous 4 + 0x00007, // Swamp Rotation Tutorial 1 + 0x00008, // Swamp Rotation Tutorial 2 + 0x00009, // Swamp Rotation Tutorial 3 + 0x0000A, // Swamp Rotation Tutorial 4 + 0x009AB, // Swamp Blue Underwater 1 + 0x009AD, // Swamp Blue Underwater 2 + 0x009AE, // Swamp Blue Underwater 3 + 0x009AF, // Swamp Blue Underwater 4 + 0x00006, // Swamp Blue Underwater 5 + 0x003B2, // Swamp Rotation Advanced 1 + 0x00A1E, // Swamp Rotation Advanced 2 + 0x00C2E, // Swamp Rotation Advanced 3 + 0x00E3A, // Swamp Rotation Advanced 4 + 0x009A6, // Swamp Purple Tetris + 0x00002, // Swamp Teal Underwater 1 + 0x00004, // Swamp Teal Underwater 2 + 0x00005, // Swamp Teal Underwater 3 + 0x013E6, // Swamp Teal Underwater 4 + 0x00596, // Swamp Teal Underwater 5 + 0x00001, // Swamp Red Underwater 1 + 0x014D2, // Swamp Red Underwater 2 + 0x014D4, // Swamp Red Underwater 3 + 0x014D1, // Swamp Red Underwater 4 + 0x17C05, // Swamp Laser Shortcut 1 + 0x17C02, // Swamp Laser Shortcut 2 + 0x17F9B, // Jungle Discard + 0x09E73, // Mountain 1 Orange 1 + 0x09E75, // Mountain 1 Orange 2 + 0x09E78, // Mountain 1 Orange 3 + 0x09E79, // Mountain 1 Orange 4 + 0x09E6C, // Mountain 1 Orange 5 + 0x09E6F, // Mountain 1 Orange 6 + 0x09E6B, // Mountain 1 Orange 7 + 0x09EAD, // Mountain 1 Purple 1 + 0x09EAF, // Mountain 1 Purple 2 + 0x09E7A, // Mountain 1 Green 1 + 0x09E71, // Mountain 1 Green 2 + 0x09E72, // Mountain 1 Green 3 + 0x09E69, // Mountain 1 Green 4 + 0x09E7B, // Mountain 1 Green 5 + 0x09FD3, // Mountain 2 Rainbow 1 + 0x09FD4, // Mountain 2 Rainbow 2 + 0x09FD6, // Mountain 2 Rainbow 3 + 0x09FD7, // Mountain 2 Rainbow 4 + 0x17F93, // Mountain 2 Discard + 0x17FA2, // Mountain 3 Secret Door + 0x17C42, // Mountainside Discard + 0x002A6, // Mountainside Vault + 0x0042D, // Mountaintop River + 0x00FF8, // UTM Entrance Door + 0x0A16B, // UTM Green Dots 1 + 0x0A2CE, // UTM Green Dots 2 + 0x0A2D7, // UTM Green Dots 3 + 0x0A2DD, // UTM Green Dots 4 + 0x0A2EA, // UTM Green Dots 5 + 0x17FB9, // UTM Green Dots 6 + 0x0008F, // UTM Invisible Dots 1 + 0x0006B, // UTM Invisible Dots 2 + 0x0008B, // UTM Invisible Dots 3 + 0x0008C, // UTM Invisible Dots 4 + 0x0008A, // UTM Invisible Dots 5 + 0x00089, // UTM Invisible Dots 6 + 0x0006A, // UTM Invisible Dots 7 + 0x0006C, // UTM Invisible Dots 8 + 0x00027, // UTM Invisible Dots Symmetry 1 + 0x00028, // UTM Invisible Dots Symmetry 2 + 0x00029, // UTM Invisible Dots Symmetry 3 + 0x021D7, // UTM Mountainside Shortcut + 0x00B71, // UTM Quarry + 0x01A31, // UTM Rainbow + 0x32962, // UTM Swamp + 0x32966, // UTM Treehouse + 0x17CF2, // UTM Waterfall Shortcut + 0x00A72, // UTM Blue Cave In + 0x009A4, // UTM Blue Discontinuous + 0x018A0, // UTM Blue Easy Symmetry + 0x01A0D, // UTM Blue Hard Symmetry + 0x008B8, // UTM Blue Left 1 + 0x00973, // UTM Blue Left 2 + 0x0097B, // UTM Blue Left 3 + 0x0097D, // UTM Blue Left 4 + 0x0097E, // UTM Blue Left 5 + 0x00994, // UTM Blue Right Far 1 + 0x334D5, // UTM Blue Right Far 2 + 0x00995, // UTM Blue Right Far 3 + 0x00996, // UTM Blue Right Far 4 + 0x00998, // UTM Blue Right Far 5 + 0x00190, // UTM Blue Right Near 1 + 0x00558, // UTM Blue Right Near 2 + 0x00567, // UTM Blue Right Near 3 + 0x006FE, // UTM Blue Right Near 4 + 0x0A16E, // UTM Challenge Entrance + 0x039B4, // Tunnels Theater Catwalk + 0x09E85, // Tunnels Town Shortcut +}; + +std::vector shadowsPanels = { + 0x198B5, // Shadows Tutorial 1 + 0x198BD, // Shadows Tutorial 2 + 0x198BF, // Shadows Tutorial 3 + 0x19771, // Shadows Tutorial 4 + 0x0A8DC, // Shadows Tutorial 5 + 0x0AC74, // Shadows Tutorial 6 + 0x0AC7A, // Shadows Tutorial 7 + 0x0A8E0, // Shadows Tutorial 8 + 0x386FA, // Shadows Avoid 1 + 0x1C33F, // Shadows Avoid 2 + 0x196E2, // Shadows Avoid 3 + 0x1972A, // Shadows Avoid 4 + 0x19809, // Shadows Avoid 5 + 0x19806, // Shadows Avoid 6 + 0x196F8, // Shadows Avoid 7 + 0x1972F, // Shadows Avoid 8 + 0x19797, // Shadows Follow 1 + 0x1979A, // Shadows Follow 2 + 0x197E0, // Shadows Follow 3 + 0x197E8, // Shadows Follow 4 + 0x197E5, // Shadows Follow 5 + 0x19650, // Shadows Laser +}; + +std::vector monasteryPanels = { + 0x00B10, // Monastery Left Door + 0x00290, // Monastery Exterior 1 + 0x00C92, // Monastery Right Door + 0x00038, // Monastery Exterior 2 + 0x00037, // Monastery Exterior 3 +// 0x09D9B, // Monastery Bonsai + 0x193A7, // Monastery Interior 1 + 0x193AA, // Monastery Interior 2 + 0x193AB, // Monastery Interior 3 + 0x193A6, // Monastery Interior 4 +// 0x03713, // Monastery Shortcut + 0x17CA4, // Monastery Laser +}; + +std::vector bunkerPanels = { + 0x09F7D, // Bunker Tutorial 1 + 0x09FDC, // Bunker Tutorial 2 + 0x09FF7, // Bunker Tutorial 3 + 0x09F82, // Bunker Tutorial 4 + 0x09FF8, // Bunker Tutorial 5 + 0x09D9F, // Bunker Advanced 1 + 0x09DA1, // Bunker Advanced 2 + 0x09DA2, // Bunker Advanced 3 + 0x09DAF, // Bunker Advanced 4 +// 0x0A099, // Bunker Glass Door + 0x0A010, // Bunker Glass 1 + 0x0A01B, // Bunker Glass 2 + 0x0A01F, // Bunker Glass 3 + 0x17E63, // Bunker Ultraviolet 1 + 0x17E67, // Bunker Ultraviolet 2 + 0x34BC5, // Bunker Open Ultraviolet + 0x34BC6, // Bunker Close Ultraviolet + 0x0A079, // Bunker Elevator +}; + +std::vector junglePanels = { + 0x002C4, // Jungle Waves 1 + 0x00767, // Jungle Waves 2 + 0x002C6, // Jungle Waves 3 + 0x0070E, // Jungle Waves 4 + 0x0070F, // Jungle Waves 5 + 0x0087D, // Jungle Waves 6 + 0x002C7, // Jungle Waves 7 +// 0x17CAB, // Jungle Pop-up Wall + 0x0026D, // Jungle Dots 1 + 0x0026E, // Jungle Dots 2 + 0x0026F, // Jungle Dots 3 + 0x00C3F, // Jungle Dots 4 + 0x00C41, // Jungle Dots 5 + 0x014B2, // Jungle Dots 6 + 0x03616, // Jungle Laser +}; + +// There might be something to do with these, I haven't decided yet. +std::vector nothingPanels = { +// Doors & Shortcuts & Shortcut doors & Door controls + 0x0C339, // Desert Surface Door + 0x0A249, // Desert Pond Exit Door + 0x275ED, // Mill EP Door + 0x17CAC, // Mill Stairs Shortcut Door + 0x38663, // Boathouse Shortcut + 0x09E49, // Keep Shadows Shortcut + 0x0361B, // Keep Tower Shortcut + 0x334DC, // Shadows Inner Door Control + 0x334DB, // Shadows Outer Door Control + 0x2700B, // Treehouse Exterior Door Control + 0x17CBC, // Treehouse Interior Door Control + 0x337FA, // Jungle Shortcut + +// Controls (?) + 0x09FA0, // Desert Surface 3 Control + 0x09F86, // Desert Surface 8 Control + 0x1C2DF, // Desert Flood Control Lower Far Left + 0x1831E, // Desert Flood Control Lower Far Right + 0x1C260, // Desert Flood Control Lower Near Left + 0x1831C, // Desert Flood Control Lower Near Right + 0x1C2F3, // Desert Flood Control Raise Far Left + 0x1831D, // Desert Flood Control Raise Far Right + 0x1C2B1, // Desert Flood Control Raise Near Left + 0x1831B, // Desert Flood Control Raise Near Right + 0x0A015, // Desert Final Far Control + 0x03678, // Mill Lower Ramp Contol + 0x03679, // Mill Lower Lift Control + 0x03675, // Mill Upper Lift Control + 0x03676, // Mill Upper Ramp Control + 0x03852, // Boathouse Ramp Angle Control + 0x03858, // Boathouse Ramp Position Control + 0x275FA, // Boathouse Hook Control + 0x037FF, // Treehouse Drawbridge Control + 0x09F98, // Town Laser Redirect Control + 0x334D8, // Town RGB Light Control + 0x17E2B, // Swamp Flood Gate Control + 0x00609, // Swamp Surface Sliding Bridge Control + 0x18488, // Swamp Underwater Sliding Bridge Control + 0x17C0A, // Swamp Island Control 1 + 0x17E07, // Swamp Island Control 2 + 0x181F5, // Swamp Rotating Bridge Control + +// Vault Boxes + 0x03481, // Outside Tutorial Vault Box + 0x0339E, // Desert Vault Box + 0x03535, // Shipwreck Vault Box + 0x03702, // Jungle Vault Box + 0x03542, // Mountainside Vault Box + 0x2FAF6, // Tunnels Vault Box + +// Boat Summons + 0x17CC8, // Glass Factory Summon Boat + 0x17CA6, // Boathouse Summon Boat + 0x17C95, // Treehouse Summon Boat + 0x0A054, // Town Summon Boat + 0x09DB8, // Swamp Summon Boat + 0x17CDF, // Jungle Summon Boat + +// Identical sets + 0x00143, // Orchard Apple Tree 1 + 0x0003B, // Orchard Apple Tree 2 + 0x00055, // Orchard Apple Tree 3 + 0x032F7, // Orchard Apple Tree 4 + 0x032FF, // Orchard Apple Tree 5 + 0x009B8, // Symmetry Island Transparent 1 + 0x003E8, // Symmetry Island Transparent 2 + 0x00A15, // Symmetry Island Transparent 3 + 0x00B53, // Symmetry Island Transparent 4 + 0x00B8D, // Symmetry Island Transparent 5 + +// Misc + 0x03629, // Tutorial Gate Open + 0x09FAA, // Desert Lightswitch + 0x0C335, // Tutorial Pillar + 0x0C373, // Tutorial Patio floor + 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly + 0x18076, // Desert Flood Exit - I am doing something with this -- but it's a very unique panel. + 0x0A15C, // Desert Final Left Convex + 0x09FFF, // Desert Final Left Concave + 0x0A15F, // Desert Final Near + 0x033EA, // Keep Yellow Pressure Plates + 0x0A3A8, // Keep Yellow Reset + 0x01BE9, // Keep Purple Pressure Plates + 0x0A3B9, // Keep Purple Reset + 0x01CD3, // Keep Green Pressure Plates + 0x0A3BB, // Keep Green Reset + 0x01D3F, // Keep Blue Pressure Plates + 0x0A3AD, // Keep Blue Reset + 0x2896A, // Town Bridge + 0x28A69, // Town Lattice + 0x28A79, // Town Maze + 0x28B39, // Town Red Hexagonal + 0x034E3, // Town Soundproof Dots + 0x034E4, // Town Soundproof Waves + 0x079DF, // Town Triple + 0x00815, // Theater Video Input + 0x03553, // Theater Tutorial Video + 0x03552, // Theater Desert Video + 0x0354E, // Theater Jungle Video + 0x03549, // Theater Challenge Video + 0x0354F, // Theater Shipwreck Video + 0x03545, // Theater Mountain Video + 0x18590, // Town Transparent + 0x28AE3, // Town Wire + + + 0x09E39, // Mountain 1 Purple Pathway +// 0x33AF5, // Mountain 1 Blue 1 +// 0x33AF7, // Mountain 1 Blue 2 +// 0x09F6E, // Mountain 1 Blue 3 +// 0x09FD8, // Mountain 2 Rainbow 5 + 0x09E86, // Mountain 2 Blue Pathway + 0x09ED8, // Mountain 2 Orange Pathway + 0x09F8E, // Mountain 3 Near Right Floor + 0x09FC1, // Mountain 3 Near Left Floor + 0x09F01, // Mountain 3 Far Right Floor + 0x09EFF, // Mountain 3 Far Left Floor + 0x09FDA, // Mountain 3 Giant Floor +// 0x01983, // Mountain 3 Left Peekaboo +// 0x01987, // Mountain 3 Right Peekaboo +// 0x3D9A6, // Mountain 3 Left Close Door +// 0x3D9A7, // Mountain 3 Right Close Door +// 0x3D9AA, // Mountain 3 Left Activate Elevator +// 0x3D9A8, // Mountain 3 Right Activate Elevator +// 0x3D9A9, // Mountain 3 Launch Elevator +// 0x3C113, // Mountain 3 Left Open Door +// 0x3C114, // Mountain 3 Right Open Door + 0x09F7F, // Mountaintop Laser Box + 0x17C34, // Mountaintop Perspective +// 0x334E1, // UTM Secret Door Control +// 0x2773D, // Tunnels Desert Shortcut +// 0x27732, // Tunnels Theater Shortcut +// 0x0A099, // Bunker Glass Door +// 0x15ADD, // Jungle Vault +// 0x17CAA, // Jungle Courtyard Gate + 0x0005C, // Glass Factory Vertical Symmetry 5 + 0x17C31, // Desert Final Transparent + 0x19650, // Shadows Laser +}; diff --git a/Source/Randomizer.cpp b/Source/Randomizer.cpp new file mode 100644 index 0000000..75b3cf7 --- /dev/null +++ b/Source/Randomizer.cpp @@ -0,0 +1,251 @@ +/* + * TODO: Split out main() logic into another file, and move into separate functions for easier testing. Then write tests. + * BUGS: + * Shipwreck vault fails, possibly because of dot_reflection? Sometimes? + * Treehouse pivots *should* work, but I need to not copy style_flags. + This seems to cause crashes when pivots appear elsewhere in the world. + * Some panels are impossible casually: (idc, I think) + ** Town Stars, Invisible dots + * Shadows burn marks are not appearing + * Something is wrong with jungle re: softlocks + * FEATURES: + * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?) + ** Think about: Jungle + ** Hard: Monastery + ** Do: Challenge + * Randomize audio logs + * Swap sounds in jungle (along with panels) -- maybe impossible + * Make orange 7 (all of oranges?) hard. Like big = hard. + * Start the game if it isn't running? + * UI for the randomizer :( + * Increase odds of mountain oranges garbage on other panels? +*/ +#include "Memory.h" +#include "Randomizer.h" +#include "Panels.h" +#include +#include +#include +#include + +template +size_t find(const std::vector &data, T search, size_t startIndex = 0) { + for (size_t i=startIndex ; i(time(nullptr))); + int seed = rand() % (1 << 16); // Seed from the time in milliseconds + std::cout << "Selected seed: " << seed << std::endl; + srand(seed); + } + + // Content swaps -- must happen before squarePanels + randomizer.Randomize(tallUpDownPanels, SWAP_LINES | SWAP_STYLE); + randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE); + randomizer.Randomize(leftForwardRightPanels, SWAP_LINES); + + randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_STYLE); + + // Frame swaps -- must happen after squarePanels + randomizer.Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE); + + // Target swaps, can happen whenever + randomizer.Randomize(lasers, SWAP_TARGETS); + // Read the target of keep front laser, and write it to keep back laser. + std::vector keepFrontLaserTarget = randomizer.ReadPanelData(0x0360E, TARGET, 1); + randomizer.WritePanelData(0x03317, TARGET, keepFrontLaserTarget); + + std::vector randomOrder; + + /* Jungle + randomOrder = std::vector(junglePanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + // Randomize Waves 2-7 + // Waves 1 cannot be randomized, since no other panel can start on + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 7); + // Randomize Pitches 1-6 onto themselves + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 7, 13); + randomizer.ReassignTargets(junglePanels, randomOrder); + */ + + /* Bunker */ + randomOrder = std::vector(bunkerPanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + // Randomize Tutorial 2-Advanced Tutorial 4 + Glass 1 + // Tutorial 1 cannot be randomized, since no other panel can start on + // Glass 1 will become door + glass 1, due to the targetting system + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 10); + // Randomize Glass 1-3 into everything after the door + const size_t glassDoorIndex = find(randomOrder, 9) + 1; + randomizer.RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12); + randomizer.ReassignTargets(bunkerPanels, randomOrder); + + /* Shadows */ + randomOrder = std::vector(shadowsPanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 0, 8); // Tutorial + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 8, 16); // Avoid + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 16, 21); // Follow + randomizer.ReassignTargets(shadowsPanels, randomOrder); + // Turn off original starting panel + randomizer.WritePanelData(shadowsPanels[0], POWER, {0.0f, 0.0f}); + // Turn on new starting panel + randomizer.WritePanelData(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); + + /* Monastery + randomOrder = std::vector(monasteryPanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + randomizer.RandomizeRange(randomOrder, SWAP_NONE, 2, 6); // outer 2 & 3, inner 1 + // Once outer 3 and right door are solved, inner 2-4 are accessible + int innerPanelsIndex = max(find(randomOrder, 2), find(randomOrder, 4)); + randomizer.RandomizeRange(randomOrder, SWAP_NONE, innerPanelsIndex, 9); // Inner 2-4 + + randomizer.ReassignTargets(monasteryPanels, randomOrder); + */ +} + +Randomizer::Randomizer() +{ + // Turn off desert surface 8 + WritePanelData(0x09F94, POWER, {0.0, 0.0}); + // Turn off desert flood final + WritePanelData(0x18076, POWER, {0.0, 0.0}); + // Change desert floating target to desert flood final + WritePanelData(0x17ECA, TARGET, {0x18077}); + + // Distance-gate shadows laser to prevent sniping through the bars + WritePanelData(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); + // Change the shadows tutorial cable to only activate avoid + WritePanelData(0x319A8, CABLE_TARGET_2, {0}); + // Change shadows avoid 8 to power shadows follow + WritePanelData(0x1972F, TARGET, {0x1C34C}); + + // Distance-gate swamp snipe 1 to prevent RNG swamp snipe + WritePanelData(0x17C05, MAX_BROADCAST_DISTANCE, {5.0}); + + // Disable tutorial cursor speed modifications (not working?) + WritePanelData(0x00295, CURSOR_SPEED_SCALE, {1.0}); + WritePanelData(0x0C373, CURSOR_SPEED_SCALE, {1.0}); + WritePanelData(0x00293, CURSOR_SPEED_SCALE, {1.0}); + WritePanelData(0x002C2, CURSOR_SPEED_SCALE, {1.0}); +} + +void Randomizer::Randomize(std::vector& panels, int flags) { + return RandomizeRange(panels, flags, 0, panels.size()); +} + +// Range is [start, end) +void Randomizer::RandomizeRange(std::vector &panels, int flags, size_t startIndex, size_t endIndex) { + if (panels.size() == 0) return; + if (startIndex >= endIndex) return; + if (endIndex >= panels.size()) endIndex = panels.size(); + for (size_t i = endIndex-1; i > startIndex+1; i--) { + const size_t target = rand() % (i - startIndex) + startIndex; + if (i != target) { + // std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl; + SwapPanels(panels[i], panels[target], flags); + std::swap(panels[i], panels[target]); // Panel indices in the array + } + } +} + +void Randomizer::SwapPanels(int panel1, int panel2, int flags) { + std::map offsets; + + if (flags & SWAP_TARGETS) { + offsets[TARGET] = sizeof(int); + } + if (flags & SWAP_STYLE) { + offsets[STYLE_FLAGS] = sizeof(int); + } + if (flags & SWAP_LINES) { + offsets[PATH_COLOR] = 16; + offsets[REFLECTION_PATH_COLOR] = 16; + offsets[DOT_COLOR] = 16; + offsets[ACTIVE_COLOR] = 16; + offsets[BACKGROUND_REGION_COLOR] = 16; + offsets[SUCCESS_COLOR_A] = 16; + offsets[SUCCESS_COLOR_B] = 16; + offsets[STROBE_COLOR_A] = 16; + offsets[STROBE_COLOR_B] = 16; + offsets[ERROR_COLOR] = 16; + offsets[PATTERN_POINT_COLOR] = 16; + offsets[PATTERN_POINT_COLOR_A] = 16; + offsets[PATTERN_POINT_COLOR_B] = 16; + offsets[SYMBOL_A] = 16; + offsets[SYMBOL_B] = 16; + offsets[SYMBOL_C] = 16; + offsets[SYMBOL_D] = 16; + offsets[SYMBOL_E] = 16; + offsets[PUSH_SYMBOL_COLORS] = sizeof(int); + offsets[OUTER_BACKGROUND] = 16; + offsets[OUTER_BACKGROUND_MODE] = sizeof(int); + offsets[TRACED_EDGES] = 16; + offsets[AUDIO_PREFIX] = sizeof(void*); +// offsets[IS_CYLINDER] = sizeof(int); +// offsets[CYLINDER_Z0] = sizeof(float); +// offsets[CYLINDER_Z1] = sizeof(float); +// offsets[CYLINDER_RADIUS] = sizeof(float); + offsets[SPECULAR_ADD] = sizeof(float); + offsets[SPECULAR_POWER] = sizeof(int); + offsets[PATH_WIDTH_SCALE] = sizeof(float); + offsets[STARTPOINT_SCALE] = sizeof(float); + offsets[NUM_DOTS] = sizeof(int); + offsets[NUM_CONNECTIONS] = sizeof(int); + offsets[DOT_POSITIONS] = sizeof(void*); + offsets[DOT_FLAGS] = sizeof(void*); + offsets[DOT_CONNECTION_A] = sizeof(void*); + offsets[DOT_CONNECTION_B] = sizeof(void*); + offsets[DECORATIONS] = sizeof(void*); + offsets[DECORATION_FLAGS] = sizeof(void*); + offsets[DECORATION_COLORS] = sizeof(void*); + offsets[NUM_DECORATIONS] = sizeof(int); + offsets[REFLECTION_DATA] = sizeof(void*); + offsets[GRID_SIZE_X] = sizeof(int); + offsets[GRID_SIZE_Y] = sizeof(int); + offsets[SEQUENCE_LEN] = sizeof(int); + offsets[SEQUENCE] = sizeof(void*); + offsets[DOT_SEQUENCE_LEN] = sizeof(int); + offsets[DOT_SEQUENCE] = sizeof(void*); + offsets[DOT_SEQUENCE_LEN_REFLECTION] = sizeof(int); + offsets[DOT_SEQUENCE_REFLECTION] = sizeof(void*); + offsets[NUM_COLORED_REGIONS] = sizeof(int); + offsets[COLORED_REGIONS] = sizeof(void*); + offsets[PANEL_TARGET] = sizeof(void*); + offsets[SPECULAR_TEXTURE] = sizeof(void*); + } + + for (auto const& [offset, size] : offsets) { + std::vector panel1data = ReadPanelData(panel1, offset, size); + std::vector panel2data = ReadPanelData(panel2, offset, size); + WritePanelData(panel2, offset, panel1data); + WritePanelData(panel1, offset, panel2data); + } +} + +void Randomizer::ReassignTargets(const std::vector& panels, const std::vector& order) { + // This list is offset by 1, so the target of the Nth panel is in position N (aka the N+1th element) + // The first panel may not have a wire to power it, so we use the panel ID itself. + std::vector targetToActivatePanel = {panels[0] + 1}; + for (const int panel : panels) { + int target = ReadPanelData(panel, TARGET, 1)[0]; + targetToActivatePanel.push_back(target); + } + + for (size_t i=0; i(panels[order[i]], TARGET, {panelTarget}); + } +} diff --git a/Source/Randomizer.h b/Source/Randomizer.h new file mode 100644 index 0000000..b644a1d --- /dev/null +++ b/Source/Randomizer.h @@ -0,0 +1,157 @@ +#pragma once +#include "Memory.h" + +// #define GLOBALS 0x5B28C0 +#define GLOBALS 0x62A080 + +__declspec(selectany) int SWAP_NONE = 0x0; +__declspec(selectany) int SWAP_TARGETS = 0x1; +__declspec(selectany) int SWAP_LINES = 0x2; +__declspec(selectany) int SWAP_STYLE = 0x4; + +class Randomizer { +public: + Randomizer(); + + void Randomize(std::vector& panels, int flags); + void RandomizeRange(std::vector &panels, int flags, size_t startIndex, size_t endIndex); + void SwapPanels(int panel1, int panel2, int flags); + void ReassignTargets(const std::vector& panels, const std::vector& order); + + template + std::vector ReadPanelData(int panel, int offset, size_t size) { + return _memory.ReadData({GLOBALS, 0x18, panel*8, offset}, size); + } + + template + void WritePanelData(int panel, int offset, const std::vector& data) { + _memory.WriteData({GLOBALS, 0x18, panel*8, offset}, data); + } + +private: + Memory _memory = Memory("witness64_d3d11.exe"); +}; + +#if GLOBALS == 0x5B28C0 +#define PATH_COLOR 0xC8 +#define REFLECTION_PATH_COLOR 0xD8 +#define DOT_COLOR 0xF8 +#define ACTIVE_COLOR 0x108 +#define BACKGROUND_REGION_COLOR 0x118 +#define SUCCESS_COLOR_A 0x128 +#define SUCCESS_COLOR_B 0x138 +#define STROBE_COLOR_A 0x148 +#define STROBE_COLOR_B 0x158 +#define ERROR_COLOR 0x168 +#define PATTERN_POINT_COLOR 0x188 +#define PATTERN_POINT_COLOR_A 0x198 +#define PATTERN_POINT_COLOR_B 0x1A8 +#define SYMBOL_A 0x1B8 +#define SYMBOL_B 0x1C8 +#define SYMBOL_C 0x1D8 +#define SYMBOL_D 0x1E8 +#define SYMBOL_E 0x1F8 +#define PUSH_SYMBOL_COLORS 0x208 +#define OUTER_BACKGROUND 0x20C +#define OUTER_BACKGROUND_MODE 0x21C +#define TRACED_EDGES 0x230 +#define AUDIO_PREFIX 0x278 +#define POWER 0x2A8 +#define TARGET 0x2BC +#define IS_CYLINDER 0x2FC +#define CYLINDER_Z0 0x300 +#define CYLINDER_Z1 0x304 +#define CYLINDER_RADIUS 0x308 +#define CURSOR_SPEED_SCALE 0x358 +#define SPECULAR_ADD 0x398 +#define SPECULAR_POWER 0x39C +#define PATH_WIDTH_SCALE 0x3A4 +#define STARTPOINT_SCALE 0x3A8 +#define NUM_DOTS 0x3B8 +#define NUM_CONNECTIONS 0x3BC +#define MAX_BROADCAST_DISTANCE 0x3C0 +#define DOT_POSITIONS 0x3C8 +#define DOT_FLAGS 0x3D0 +#define DOT_CONNECTION_A 0x3D8 +#define DOT_CONNECTION_B 0x3E0 +#define DECORATIONS 0x420 +#define DECORATION_FLAGS 0x428 +#define DECORATION_COLORS 0x430 +#define NUM_DECORATIONS 0x438 +#define REFLECTION_DATA 0x440 +#define GRID_SIZE_X 0x448 +#define GRID_SIZE_Y 0x44C +#define STYLE_FLAGS 0x450 +#define SEQUENCE_LEN 0x45C +#define SEQUENCE 0x460 +#define DOT_SEQUENCE_LEN 0x468 +#define DOT_SEQUENCE 0x470 +#define DOT_SEQUENCE_LEN_REFLECTION 0x478 +#define DOT_SEQUENCE_REFLECTION 0x480 +#define NUM_COLORED_REGIONS 0x4A0 +#define COLORED_REGIONS 0x4A8 +#define PANEL_TARGET 0x4B0 +#define SPECULAR_TEXTURE 0x4D8 +#define CABLE_TARGET_2 0xD8 +#elif GLOBALS == 0x62A080 +#define PATH_COLOR 0xC0 +#define REFLECTION_PATH_COLOR 0xD0 +#define DOT_COLOR 0xF0 +#define ACTIVE_COLOR 0x100 +#define BACKGROUND_REGION_COLOR 0x110 +#define SUCCESS_COLOR_A 0x120 +#define SUCCESS_COLOR_B 0x130 +#define STROBE_COLOR_A 0x140 +#define STROBE_COLOR_B 0x150 +#define ERROR_COLOR 0x160 +#define PATTERN_POINT_COLOR 0x180 +#define PATTERN_POINT_COLOR_A 0x190 +#define PATTERN_POINT_COLOR_B 0x1A0 +#define SYMBOL_A 0x1B0 +#define SYMBOL_B 0x1C0 +#define SYMBOL_C 0x1D0 +#define SYMBOL_D 0x1E0 +#define SYMBOL_E 0x1F0 +#define PUSH_SYMBOL_COLORS 0x200 +#define OUTER_BACKGROUND 0x204 +#define OUTER_BACKGROUND_MODE 0x214 +#define TRACED_EDGES 0x228 +#define AUDIO_PREFIX 0x270 +#define POWER 0x2A0 +#define TARGET 0x2B4 +#define IS_CYLINDER 0x2F4 +#define CYLINDER_Z0 0x2F8 +#define CYLINDER_Z1 0x2FC +#define CYLINDER_RADIUS 0x300 +#define CURSOR_SPEED_SCALE 0x350 +#define SPECULAR_ADD 0x38C +#define SPECULAR_POWER 0x390 +#define PATH_WIDTH_SCALE 0x39C +#define STARTPOINT_SCALE 0x3A0 +#define NUM_DOTS 0x3B4 +#define NUM_CONNECTIONS 0x3B8 +#define MAX_BROADCAST_DISTANCE 0x3BC +#define DOT_POSITIONS 0x3C0 +#define DOT_FLAGS 0x3C8 +#define DOT_CONNECTION_A 0x3D0 +#define DOT_CONNECTION_B 0x3D8 +#define DECORATIONS 0x418 +#define DECORATION_FLAGS 0x420 +#define DECORATION_COLORS 0x428 +#define NUM_DECORATIONS 0x430 +#define REFLECTION_DATA 0x438 +#define GRID_SIZE_X 0x440 +#define GRID_SIZE_Y 0x444 +#define STYLE_FLAGS 0x448 +#define SEQUENCE_LEN 0x454 +#define SEQUENCE 0x458 +#define DOT_SEQUENCE_LEN 0x460 +#define DOT_SEQUENCE 0x468 +#define DOT_SEQUENCE_LEN_REFLECTION 0x470 +#define DOT_SEQUENCE_REFLECTION 0x478 +#define NUM_COLORED_REGIONS 0x498 +#define COLORED_REGIONS 0x4A0 +#define PANEL_TARGET 0x4A8 +#define SPECULAR_TEXTURE 0x4D0 +#define CABLE_TARGET_2 0xD0 +#endif \ No newline at end of file diff --git a/Source/Resource.h b/Source/Resource.h new file mode 100644 index 0000000..c26455a Binary files /dev/null and b/Source/Resource.h differ diff --git a/Source/Source.ico b/Source/Source.ico new file mode 100644 index 0000000..b3ec03b Binary files /dev/null and b/Source/Source.ico differ diff --git a/Source/Source.rc b/Source/Source.rc new file mode 100644 index 0000000..a26e599 Binary files /dev/null and b/Source/Source.rc differ diff --git a/Source/Source.vcxproj b/Source/Source.vcxproj new file mode 100644 index 0000000..8a6c8eb --- /dev/null +++ b/Source/Source.vcxproj @@ -0,0 +1,181 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + Debug + x64 + + + Release + x64 + + + + 15.0 + {CED79182-F36B-4D07-AD0E-249C15BFAD73} + Win32Proj + Source + 10.0.17134.0 + + + + Application + true + v141 + Unicode + + + Application + false + v141 + true + Unicode + + + Application + true + v141 + Unicode + + + StaticLibrary + false + v141 + true + Unicode + + + + + + + + + + + + + + + + + + + + + true + + + true + + + false + + + false + + + + Use + Level3 + Disabled + true + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + + + Windows + true + + + + + Use + Level3 + Disabled + true + _DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + + + Windows + true + + + + + Use + Level3 + MaxSpeed + true + true + true + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + + + Windows + true + true + true + + + + + NotUsing + Level3 + MaxSpeed + true + true + true + NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + true + stdcpp17 + + + Windows + true + true + true + + + + + + + + + + + + + + + + + Create + Create + Create + Create + + + + + + + + + + + + + \ No newline at end of file diff --git a/Source/Source.vcxproj.filters b/Source/Source.vcxproj.filters new file mode 100644 index 0000000..aad417a --- /dev/null +++ b/Source/Source.vcxproj.filters @@ -0,0 +1,67 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + + + Resource Files + + + + + Resource Files + + + Resource Files + + + \ No newline at end of file diff --git a/Source/small.ico b/Source/small.ico new file mode 100644 index 0000000..b3ec03b Binary files /dev/null and b/Source/small.ico differ diff --git a/Source/stdafx.cpp b/Source/stdafx.cpp new file mode 100644 index 0000000..08343af Binary files /dev/null and b/Source/stdafx.cpp differ diff --git a/Source/stdafx.h b/Source/stdafx.h new file mode 100644 index 0000000..345292c Binary files /dev/null and b/Source/stdafx.h differ diff --git a/Source/targetver.h b/Source/targetver.h new file mode 100644 index 0000000..567cd34 Binary files /dev/null and b/Source/targetver.h differ -- cgit 1.4.1