Archipelago/worlds/oot/SceneFlags.py

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from math import ceil
from .LocationList import location_table
# Create a dict of dicts of the format:
# {
# scene_number_n : {
# room_setup_number: max_flags
# }
# }
# where room_setup_number defines the room + scene setup as ((setup << 6) + room) for scene n
# and max_flags is the highest used enemy flag for that setup/room
def get_collectible_flag_table(world):
scene_flags = {}
alt_list = []
for i in range(0, 101):
max_room_num = 0
max_enemy_flag = 0
scene_flags[i] = {}
for location in world.get_locations():
if(location.scene == i and location.type in ["Freestanding", "Pot", "FlyingPot", "Crate", "SmallCrate", "Beehive", "RupeeTower"]):
default = location.default
if(isinstance(default, list)): #List of alternative room/setup/flag to use
primary_tuple = default[0]
for c in range(1,len(default)):
alt_list.append((location, default[c], primary_tuple))
default = location.default[0] #Use the first tuple as the primary tuple
if(isinstance(default, tuple)):
room, setup, flag = default
room_setup = room + (setup << 6)
if(room_setup in scene_flags[i].keys()):
curr_room_max_flag = scene_flags[i][room_setup]
if flag > curr_room_max_flag:
scene_flags[i][room_setup] = flag
else:
scene_flags[i][room_setup] = flag
if len(scene_flags[i].keys()) == 0:
del scene_flags[i]
#scene_flags.append((i, max_enemy_flag))
return (scene_flags, alt_list)
# Create a byte array from the scene flag table created by get_collectible_flag_table
def get_collectible_flag_table_bytes(scene_flag_table):
num_flag_bytes = 0
bytes = bytearray()
bytes.append(len(scene_flag_table.keys()))
for scene_id in scene_flag_table.keys():
rooms = scene_flag_table[scene_id]
room_count = len(rooms.keys())
bytes.append(scene_id)
bytes.append(room_count)
for room in rooms:
bytes.append(room)
bytes.append((num_flag_bytes & 0xFF00) >> 8)
bytes.append(num_flag_bytes & 0x00FF )
num_flag_bytes += ceil((rooms[room] + 1) / 8)
return bytes, num_flag_bytes
def get_alt_list_bytes(alt_list):
bytes = bytearray()
for entry in alt_list:
location, alt, primary = entry
room, scene_setup, flag = alt
alt_override = (room << 8) + (scene_setup << 14) + flag
room, scene_setup, flag = primary
primary_override = (room << 8) + (scene_setup << 14) + flag
bytes.append(location.scene)
bytes.append(0x06)
bytes.append((alt_override & 0xFF00) >> 8)
bytes.append(alt_override & 0xFF)
bytes.append(location.scene)
bytes.append(0x06)
bytes.append((primary_override & 0xFF00) >> 8)
bytes.append(primary_override & 0xFF)
return bytes
# AP method to retrieve address + bit for each item
# Based on get_collectible_flag_offset in the C code
def get_collectible_flag_addresses(world, collectible_scene_flags_table):
# Ported directly from get_items.c
def get_collectible_flag_offset(scene: int, room: int, setup_id: int) -> int:
num_scenes = collectible_scene_flags_table[0]
index = 1
scene_id = 0
room_id = 0
room_setup_count = 0
room_byte_offset = 0
# Loop through collectible_scene_flags_table until we find the right scene
while num_scenes > 0:
scene_id = collectible_scene_flags_table[index]
room_setup_count = collectible_scene_flags_table[index+1]
index += 2
if scene_id == scene: # found the scene
# Loop through each room/setup combination until we find the right one.
for i in range(room_setup_count):
room_id = collectible_scene_flags_table[index] & 0x3F
setup_id_temp = (collectible_scene_flags_table[index] & 0xC0) >> 6
room_byte_offset = (collectible_scene_flags_table[index+1] << 8) + collectible_scene_flags_table[index+2]
index += 3
if room_id == room and setup_id_temp == setup_id:
return room_byte_offset
else: # Not the right scene, skip to the next one
index += 3 * room_setup_count
num_scenes -= 1
return -1
collectible_flag_addresses = {}
for location in world.get_locations():
if location.type in ["Freestanding", "Pot", "FlyingPot", "Crate", "SmallCrate", "Beehive", "RupeeTower"]:
default = location.default
if isinstance(default, list):
default = default[0]
room, setup, flag = default
offset = get_collectible_flag_offset(location.scene, room, setup)
item_id = location.address
collectible_flag_addresses[item_id] = [offset, flag]
return collectible_flag_addresses