/* * FEATURES: * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?) ** Jungle(?), Bunker, Monastery, Challenge(!), Shadows * Randomize audio logs * List of panels which split left/right (for left/right controls) * List of panels which split up/down (for up/down controls) * Swap sounds in jungle (along with panels) -- maybe impossible * Make orange 7 (all of oranges?) hard. Like big = hard. * Kill panel slowdown in tutorial * Fix desert elevator (laser rando) / Add keep? * TRY: * Swap treehouse pivots */ #include "Memory.h" #include "WitnessRandomizer.h" #include "Panels.h" #include #include int main(int argc, char** argv) { WitnessRandomizer randomizer = WitnessRandomizer(); if (argc == 2) { srand(atoi(argv[1])); // Seed with RNG from command line } //* randomizer.Randomize(lasers, SWAP_TARGETS); randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_STYLE); randomizer.Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE); // randomizer.Randomize(monasteryPanels, SWAP_TARGETS); // randomizer.Randomize(shadowsPanels, SWAP_TARGETS); // randomizer.Randomize(bunkerPanels, SWAP_TARGETS); // randomizer.Randomize(junglePanels, SWAP_LINES | SWAP_STYLE); // randomizer.Randomize(mountainMultipanel, SWAP_LINES | SWAP_STYLE); // randomizer.Randomize(pillars, SWAP_LINES | SWAP_STYLE | SWAP_BACK_DISTANCE); /*/ int BOATH_3_1 = 0x21B5; int MILL_L_1 = 0xE0C; int MILL_U_1 = 0x557; int QUARRY_E_1 = 0x9E57; int QUARRY_E_2 = 0x17C09; int MILL_E_1 = 0x1E5A; int BUNKER_G_1 = 0xA010; int BUNKER_T_1 = 0x9F7D; int TUT_PILLAR = 0xC335; int TUT_F_C = 0x293; int PILLAR_L_1 = 0x383D; int PILLAR_L_4 = 0x339BB; int PILLAR_C = 0x9DD5; int PILLAR_C_L = 0x1C31A; int DESERT_1 = 0x00698; int DESERT_L_2 = 0x006E3; int TOWN_S_1 = 0x28AC7; //randomizer.SwapPanels(PILLAR_L_1, PILLAR_C_L, SWAP_LINES | SWAP_STYLE | SWAP_BACK_DISTANCE); //randomizer.SwapPanelData(PILLAR_L_1, PILLAR_C_L, 0x200, 0x50); // Turn on the panel //randomizer._memory.WriteData({0x5B28C0, 0x18, PILLAR_L_1*8, 0x2A8}, {1.0f, 1.0f}); // randomizer.SwapPanels(PILLAR_L_1, PILLAR_C_L, SWAP_LINES | SWAP_STYLE | SWAP_BACK_DISTANCE); //*/ } WitnessRandomizer::WitnessRandomizer() : _memory("witness64_d3d11.exe") { // Turn off desert flood final _memory.WriteData({0x5B28C0, 0x18, 0x18076*8, 0x2A8}, {0.0f, 0.0f}); // Change desert floating target to desert flood final _memory.WriteData({0x5B28C0, 0x18, 0x17ECA*8, 0x2BC}, {0x18077}); // Distance-gate shadows laser to prevent sniping through the bars _memory.WriteData({0x5B28C0, 0x18, 0x19650*8, 0x3C0}, {2.0f}); // Explicitly set back-off distance for the challenge entry & final 2 pillars // _memory.WriteData({0x5B28C0, 0x18, 0x9DD5*8, 0x22C}, {2.5f}); // _memory.WriteData({0x5B28C0, 0x18, 0x1C31A*8, 0x22C}, {3.0f}); // _memory.WriteData({0x5B28C0, 0x18, 0x1C319*8, 0x22C}, {3.0f}); } void WitnessRandomizer::Randomize(std::vector panels, int flags) { if (panels.size() == 0) return; for (size_t i=panels.size() - 1; i > 1; i--) { int target = rand() % i; 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 WitnessRandomizer::SwapPanels(int panel1, int panel2, int flags) { std::map offsets; if (flags & SWAP_TARGETS) { offsets[0x2BC] = sizeof(int); } if (flags & SWAP_LINES) { offsets[0x230] = 16; // traced_edges offsets[0x220] = sizeof(void*); // *pattern_name // offsets[0x240] = sizeof(void*); // *mesh_name offsets[0x2FC] = sizeof(int); // is_cylinder offsets[0x300] = sizeof(float); // cylinder_z0 offsets[0x304] = sizeof(float); // cylinder_z1 offsets[0x308] = sizeof(float); // cylinder_radius // offsets[0x35C] = sizeof(int); // solvable_from_behind // offsets[0x30C] = sizeof(float); // uv_to_world_scale offsets[0x398] = sizeof(float); // specular_add offsets[0x39C] = sizeof(int); // specular_power offsets[0x3A4] = sizeof(float); // path_width_scale offsets[0x3A8] = sizeof(float); // startpoint_scale offsets[0x3B8] = sizeof(int); // num_dots offsets[0x3BC] = sizeof(int); // num_connections offsets[0x3C8] = sizeof(void*); // *dot_positions offsets[0x3D0] = sizeof(void*); // *dot_flags offsets[0x3D8] = sizeof(void*); // *dot_connection_a offsets[0x3E0] = sizeof(void*); // *dot_connection_b // offsets[0x3E8] = sizeof(int); // randomize_on_power_on offsets[0x420] = sizeof(void*); // *decorations offsets[0x428] = sizeof(void*); // *decoration_flags offsets[0x438] = sizeof(int); // num_decorations offsets[0x440] = sizeof(void*); // *reflection_data offsets[0x448] = sizeof(int); // grid_size_x offsets[0x44C] = sizeof(int); // grid_size_y offsets[0x450] = sizeof(int); // style_flags // This is required to not ignore dots offsets[0x45C] = sizeof(int); // sequence_len offsets[0x460] = sizeof(void*); // *sequence offsets[0x468] = sizeof(int); // dot_sequence_len offsets[0x470] = sizeof(void*); // *dot_sequence offsets[0x478] = sizeof(int); // dot_sequence_len_reflection offsets[0x480] = sizeof(void*); // *dot_sequence_reflection offsets[0x4B0] = sizeof(void*); // *panel_target offsets[0x4D8] = sizeof(void*); // *specular_texture } if (flags & SWAP_STYLE) { offsets[0xC8] = 16; // path_color offsets[0xD8] = 16; // reflection_path_color // offsets[0xE8] = 16; // deprecated_finished_path_color offsets[0xF8] = 16; // dot_color offsets[0x108] = 16; // active_color offsets[0x118] = 16; // background_region_color offsets[0x128] = 16; // success_color_a offsets[0x138] = 16; // success_color_b offsets[0x148] = 16; // strobe_color_a offsets[0x158] = 16; // strobe_color_b offsets[0x168] = 16; // error_color // offsets[0x178] = 16; // video_status_color offsets[0x188] = 16; // pattern_point_color offsets[0x198] = 16; // pattern_point_color_a offsets[0x1A8] = 16; // pattern_point_color_b offsets[0x1B8] = 16; // symbol_a offsets[0x1C8] = 16; // symbol_b offsets[0x1D8] = 16; // symbol_c offsets[0x1E8] = 16; // symbol_d offsets[0x1F8] = 16; // symbol_e offsets[0x208] = sizeof(int); // push_symbol_colors offsets[0x20C] = 16; // outer_background offsets[0x21C] = sizeof(int); // outer_background_mode offsets[0x278] = sizeof(void*); // *audio_prefix offsets[0x430] = sizeof(void*); // *decoration_colors offsets[0x4A0] = sizeof(int); // num_colored_regions offsets[0x4A8] = sizeof(void*); // *colored_regions // offsets[0x4B8] = sizeof(void*); // *backing_texture } if (flags & SWAP_BACK_DISTANCE) { offsets[0x22C] = sizeof(float); // extra_back_distance } for (auto const& [offset, size] : offsets) { SwapPanelData(panel1, panel2, offset, size); } } void WitnessRandomizer::SwapPanelData(int panel1, int panel2, int finalOffset, int dataSize) { // Currently wired for old version std::vector panel1Offset = {0x5B28C0, 0x18, panel1*8, finalOffset}; std::vector panel2Offset = {0x5B28C0, 0x18, panel2*8, finalOffset}; std::vector panel1Data = _memory.ReadData(panel1Offset, dataSize); std::vector panel2Data = _memory.ReadData(panel2Offset, dataSize); _memory.WriteData(panel2Offset, panel1Data); _memory.WriteData(panel1Offset, panel2Data); }