require "boilerplate" require "addrs.init" require "classes" require "messages" -- check for errors in the actor linked lists local validate = false -- creating an object every time is a bit slow, so -- using a template to offset from will do for now. local actor_t = Actor(0) local suffix = oot and " oot" or "" local actor_names = require("data.actor names"..suffix) local damage_names = require("data.damage names"..suffix) -- hack to avoid N64 logo spitting errors local stupid = addrs.actor_counts[0].addr - 0x8 function sort_by_key(t) local sorted = {} local i = 1 for k, v in pairs(t) do sorted[i] = {k=k, v=v} i = i + 1 end table.sort(sorted, function(a, b) return a.k < b.k end) return sorted end function get_actor_count(i) return R4(addrs.actor_counts[i].addr) end function get_first_actor(i) return deref(R4(addrs.actor_firsts[i].addr)) end function get_next_actor(addr) return deref(R4(addr + actor_t.next.addr)) end function get_prev_actor(addr) return deref(R4(addr + actor_t.prev.addr)) end 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 addr local y = 1 local complain = function(s) s = s..(" (%2i:%3i)"):format(at, ai) T_TR(0, y, "yellow", s) y = y + 1 end local iterate iterate = function() if ai == 0 then addr = get_first_actor(at) if validate and addr and get_prev_actor(addr) then complain("item before first") end else local prev = addr addr = get_next_actor(addr) if validate then if addr and prev ~= get_prev_actor(addr) then complain("previous mismatch") end end end if not addr then if validate then if ai < counts[at] then -- known case: romani ranch on first/third night complain("list ended early") elseif ai > counts[at] then complain("list ended late") end end ai = 0 at = at + 1 if at == 12 then return nil end return iterate() else local temp = ai ai = ai + 1 return at, temp, addr end end return iterate end function longbinary(x) return ('%032s'):format(bizstring.binary(x)) end function focus(actor, dump) local color = actor.name:sub(1,1) == "?" and "red" or "orange" local flags = longbinary(actor.flags) T_BL(0, 9, nil, 'Hi: %s', flags:sub(1,16)) T_BL(0, 8, nil, 'Lo: %s', flags:sub(17,32)) T_BL(0, 7, color, actor.name) T_BL(0, 6, nil, 'HP: %02X', actor.hp) T_BL(0, 5, 'cyan', 'No.: %03X', actor.num) T_BL(0, 4, nil, 'Var: %04X', actor.var) T_BL(0, 3, nil, '80%06X', actor.addr) T_BL(0, 2, nil, 'type: %3i', actor.at) T_BL(0, 1, nil, 'index: %3i', actor.ai) T_BL(0, 0, nil, 'count: %3i', actor.type_count) local dmg = deref(R4(actor.addr + actor_t.damage_table.addr)) if dmg then for i = 0, 31 do local name = damage_names[i] local str = ('%9s: %02X'):format(name, R1(dmg + i)) if i >= 16 then T_TR(0, i - 16, nil, str) else T_TL(0, i, nil, str) end end end if dump then console.clear() s = ("%04X\t%02X\t%02X"):format(actor.num, actor.at, actor.hp) if dmg then for i = 0, 31 do s = s..("\t%02X"):format(R1(dmg + i)) end end print(s) end end function collect_actors() local game_counts = count_actors() local any = 0 for i = 0, 11 do any = any + game_counts[i] --FIXME: T_BR(0, 13 - i, nil, "#%2i: %2i", i, game_counts[i]) end --FIXME: T_BR(0, 1, nil, "sum:%3i", any) local actors_by_type = {[0]={},{},{},{},{},{},{},{},{},{},{},{}} -- 12 local new_counts = {[0]=0,0,0,0,0,0,0,0,0,0,0,0} -- 12 if any > 0 then any = 0 for at, ai, addr in iter_actors(game_counts) do actors_by_type[at][ai] = addr new_counts[at] = new_counts[at] + 1 any = any + 1 end end return any > 0, actors_by_type, new_counts end ActorLister = Class() function ActorLister:init() self.before = 0 self.wait = 0 self.focus_at = 2 self.focus_ai = 0 self.seen_once = {} self.seen_strs = {} self.seen_strs_sorted = {} self.input = InputHandler{ enter = "P1 L", up = "P1 DPad U", down = "P1 DPad D", left = "P1 DPad L", right = "P1 DPad R", } end function ActorLister:wipe() if #self.seen_strs_sorted > 0 then print() print("# actors wiped #") print() end self.seen_once = {} self.seen_strs = {} self.seen_strs_sorted = {} end function ActorLister:run(now) local game_counts = nil local seen = {} local cursor, target local ctrl, pressed = self.input:update() if pressed.left then self.focus_ai = self.focus_ai - 1 end if pressed.right then self.focus_ai = self.focus_ai + 1 end if pressed.down then -- follow Link again self.focus_at = 2 self.focus_ai = 0 end if R4(stupid) ~= 0 then T_BR(0, 0, "red", "stupid") return end local any, actors_by_type, new_counts = collect_actors() if not any then self:wipe() else while self.focus_ai < 0 do self.focus_at = (self.focus_at - 1) % 12 self.focus_ai = new_counts[self.focus_at] - 1 end while self.focus_ai >= new_counts[self.focus_at] do self.focus_at = (self.focus_at + 1) % 12 self.focus_ai = 0 end cursor = deref(addrs.z_cursor_actor()) target = deref(addrs.z_target_actor()) end local focus_link = self.focus_at == 2 and self.focus_ai == 0 local needs_update = false for at, actors in pairs(actors_by_type) do for ai, addr in pairs(actors) do -- FIXME: sorry for this pseudo-indent local var = R2(addr + actor_t.var.addr) local hp = R1(addr + actor_t.hp.addr) local num = R2(addr + actor_t.num.addr) local name = actor_names[num] local fa = addr + actor_t.flags.addr local flags = R4(fa) local focus_this = at == self.focus_at and ai == self.focus_ai seen[num] = true if not name then name = "NEW" actor_names[num] = name print(("\t[0x%03X]=\"NEW\","):format(num)) end if not self.seen_once[num] then self.seen_once[num] = now needs_update = true local str if name:sub(1,1) == "?" then str = ("%s (%03X)"):format(name, num) else str = ("%s"):format(name) end self.seen_strs[num] = str print(str) end if (focus_this and not focus_link) or addr == target then local actor = { name = name, addr = addr, ai = ai, type_count = new_counts[at], at = at, var = var, flags = flags, hp = hp, num = num, } focus(actor, pressed.up) end if focus_this then W1(addrs.camera_target.addr, 0x80) W3(addrs.camera_target.addr + 1, addr) end -- make all actors z-targetable if not (focus_this and focus_link) then flags = bit.bor(flags, 0x00000001) W4(fa, flags) end end end if needs_update then self.seen_strs_sorted = sort_by_key(self.seen_strs) end if focus_link and not target then for i, t in ipairs(self.seen_strs_sorted) do local color = 'white' if self.seen_once[t.k] and now - 60 <= self.seen_once[t.k] then color = 'lime' end if not seen[t.k] then color = 'orange' end T_TL(0, i - 1, color, t.v) end end T_BR(0, 0, nil, "unique:%3i", #self.seen_strs_sorted) if any then local z = target or cursor if z then local num = R2(z) T_TR(0, 0, nil, self.seen_strs[num]) end end end -- TODO: abstract to wrapper class or something function ActorLister:runwrap(now) if now < self.before then self.wait = 2 end self.before = now if self.wait > 0 then -- prevent script from lagging reversing self.wait = self.wait - 1 if self.wait == 0 then self:wipe() end else self:run(now) end end al = ActorLister() event.onloadstate(function() al:wipe() end, 'actor wipe') while oot or mm do local now = emu.framecount() al:runwrap(now) emu.frameadvance() end