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refactor actor iteration

This commit is contained in:
Connor Olding 2015-03-17 19:10:06 -07:00
parent 2676397fd9
commit 9bfad76e3d

View file

@ -16,22 +16,67 @@ else
actor_names = require "actor names"
end
function T(x, y, s, color, pos)
color = color or "white"
pos = pos or "bottomright"
gui.text(10*x + 2, 16*y + 4, s, nil, color, pos)
end
function T_BR(x, y, s, color) T(x, y, s, color, "bottomright") end
function T_BL(x, y, s, color) T(x, y, s, color, "bottomleft") end
function T_TL(x, y, s, color) T(x, y, s, color, "topleft") end
function T_TR(x, y, s, color) T(x, y, s, color, "topright") end
function pmask(p)
return bit.band(p, 0x7FFFFFFF)
end
function get_actor_count(i)
return R4(addrs.actor_count_0.addr + i*al_next)
end
function get_first_actor(i)
return bit.band(R4(addrs.actor_first_0.addr + i*al_next), 0x7FFFFFFF)
return pmask(R4(addrs.actor_first_0.addr + i*al_next))
end
function get_next_actor(addr)
return bit.band(R4(addr + actor_t.next.addr), 0x7FFFFFFF)
return pmask(R4(addr + actor_t.next.addr))
end
function T(x, y, s, color, pos)
color = color or "white"
pos = pos or "bottomright"
gui.text(10*x + 2, 16*y + 4, s, nil, color, pos)
function count_actors()
local counts = {}
for i = 0, 11 do
counts[i] = get_actor_count(i)
end
return counts
end
function iter_actors(counts)
local at, ai = 0, 0
local once = false
local addr
return function()
if once then ai = ai + 1 end
once = true
while ai >= counts[at] do
ai = 0
at = at + 1
if at >= 12 then return nil end
end
if ai == 0 then
addr = get_first_actor(at)
else
addr = get_next_actor(addr)
if addr == 0 then
T_TR(0, 0, "no actor found", "yellow")
return nil
end
end
return at, ai, addr
end
end
local seen = {}
@ -39,23 +84,31 @@ local seen_strs = {}
local seen_strs_sorted = {}
local last_any = 0
-- hack to avoid N64 logo spitting errors
local stupid = addrs.actor_count_0.addr - 0x8
while true do
local any = 0
for i = 0, 11 do
local count = get_actor_count(i)
T(0, 13 - i, ("#%2i: %2i"):format(i, count), nil, "bottomright")
any = any + count
end
T(0, 1, ("sum:%3i"):format(any), nil, "bottomright")
if addrs.actor_count then
T(10, 1, ("sum:%3i"):format(R1(addrs.actor_count.addr)), 'cyan', "bottomright")
end
local game_count = 0
local counts = nil
if R4(stupid) ~= 0 then
T(0, 14, "stupid", "red", "bottomright")
T_BR(0, 14, "stupid", "red")
any = 0
else
counts = count_actors()
for i = 0, 11 do
any = any + counts[i]
T_BR(0, 13 - i, ("#%2i: %2i"):format(i, counts[i]))
end
T_BR(0, 1, ("sum:%3i"):format(any))
if addrs.actor_count then
game_count = R1(addrs.actor_count.addr)
if game_count ~= any then
T_BR(8, 1, "mismatch!", "red")
end
end
end
if any == 0 then
@ -69,82 +122,54 @@ while true do
end
end
local seen_new = false
local actor_type = 2
local actor_index = 0
local once = false
local needs_update = false
local at = 2
local ai = 0
local j = 0
while any > 0 and last_any ~= any do
if once and actor_type == 2 and actor_index == 0 then
break
end
actor_index = actor_index + 1
for at, ai, addr in iter_actors(counts) do
--T(0, 0, ("%02i:%02i"):format(at, ai))
--print(("%02i:%02i"):format(at, ai))
--local num = R2(addr + actor_t.num.addr)
local num = R2(addr)
local name = actor_names[num]
local actor_count = get_actor_count(actor_type)
while actor_index >= actor_count do
actor_type = (actor_type + 1) % 12
actor_count = get_actor_count(actor_type)
actor_index = 0
end
if name == nil and num < 0x300 then
name = "NEW"
actor_names[num] = name
print(("\t[0x%03X]=\"NEW\","):format(num))
local addr = get_first_actor(actor_type)
if actor_index > 0 then
for i = 0, actor_index - 1 do
addr = get_next_actor(addr)
if addr == 0 then
T(0, 3, "no actor found", "yellow")
break
end
end
end
--T(0, 0, ("%02i:%02i"):format(actor_type, actor_index))
--print(("%02i:%02i"):format(actor_type, actor_index))
if addr ~= 0 then
--local num = R2(addr + actor_t.num.addr)
local num = R2(addr)
local name = actor_names[num]
if name == nil and num < 0x300 then
name = "NEW"
actor_names[num] = name
print(("\t[0x%03X]=\"NEW\","):format(num))
if actor_t.damage_table and actor_t.hp then
local dmg = bit.band(addr + actor_t.damage_table.addr, 0x7FFFFFFF)
if dmg == 0 then
print("(no damage table)")
else
local hp = R1(addr + actor_t.hp.addr)
s = ("%04X\t%02X\t%02X"):format(num, actor_type, hp)
for i = 0, 31 do
s = s..("\t%02X"):format(R1(dmg + i))
end
print(s)
end
end
end
if num > 0x300 then
print(("BAD %06X %04X (%2i:%2i)"):format(addr, num, actor_type, actor_index))
actor_names[num] = "BAD"
elseif not seen[num] then
seen[num] = true
seen_new = true
local str
if name:sub(1,1) == "?" then
str = ("%s (%03X)"):format(name, num)
if actor_t.damage_table and actor_t.hp then
local dmg = pmask(addr + actor_t.damage_table.addr)
if dmg == 0 then
print("(no damage table)")
else
str = ("%s"):format(name)
local hp = R1(addr + actor_t.hp.addr)
s = ("%04X\t%02X\t%02X"):format(num, at, hp)
for i = 0, 31 do
s = s..("\t%02X"):format(R1(dmg + i))
end
print(s)
end
seen_strs[num] = str
print(str)
end
end
if num > 0x300 then
print(("BAD %06X %04X (%2i:%2i)"):format(addr, num, at, ai))
actor_names[num] = "BAD"
elseif not seen[num] then
seen[num] = true
needs_update = true
local str
if name:sub(1,1) == "?" then
str = ("%s (%03X)"):format(name, num)
else
str = ("%s"):format(name)
end
seen_strs[num] = str
print(str)
end
j = j + 1
once = true
if j > 255 then
print("something went terribly wrong")
do return end
@ -164,22 +189,22 @@ while true do
return sorted
end
if seen_new then
if needs_update then
seen_strs_sorted = sort_by_key(seen_strs)
end
for i, t in ipairs(seen_strs_sorted) do
T(0, i - 1, t.v, nil, "topleft")
T_TL(0, i - 1, t.v)
end
T(0, 0, ("unique:%3i"):format(#seen_strs_sorted), nil, "bottomright")
T_BR(0, 0, ("unique:%3i"):format(#seen_strs_sorted))
if once then
local cursor = bit.band(addrs.z_cursor_actor(), 0x7FFFFFFF)
local target = bit.band(addrs.z_target_actor(), 0x7FFFFFFF)
if any > 0 then
local cursor = pmask(addrs.z_cursor_actor())
local target = pmask(addrs.z_target_actor())
local z = target or cursor
if z then
local num = R2(z)
T(0, 0, seen_strs[num], nil, "topright")
T_TR(0, 0, seen_strs[num])
end
end