564 lines
31 KiB
Python
564 lines
31 KiB
Python
from typing import TYPE_CHECKING, Set
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from .locations import BASE_ID, get_location_names_to_ids
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from .items import cvcotm_item_info, MAJORS_CLASSIFICATIONS
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from .locations import cvcotm_location_info
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from .cvcotm_text import cvcotm_string_to_bytearray
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from .options import CompletionGoal, CVCotMDeathLink, IronMaidenBehavior
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from .rom import ARCHIPELAGO_IDENTIFIER_START, ARCHIPELAGO_IDENTIFIER, AUTH_NUMBER_START, QUEUED_TEXT_STRING_START
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from .data import iname, lname
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from BaseClasses import ItemClassification
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from NetUtils import ClientStatus
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import worlds._bizhawk as bizhawk
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import base64
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from worlds._bizhawk.client import BizHawkClient
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if TYPE_CHECKING:
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from worlds._bizhawk.context import BizHawkClientContext
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CURRENT_STATUS_ADDRESS = 0xD0
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POISON_TIMER_TILL_DAMAGE_ADDRESS = 0xD8
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POISON_DAMAGE_VALUE_ADDRESS = 0xDE
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GAME_STATE_ADDRESS = 0x45D8
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FLAGS_ARRAY_START = 0x25374
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CARDS_ARRAY_START = 0x25674
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NUM_RECEIVED_ITEMS_ADDRESS = 0x253D0
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MAX_UPS_ARRAY_START = 0x2572C
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MAGIC_ITEMS_ARRAY_START = 0x2572F
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QUEUED_TEXTBOX_1_ADDRESS = 0x25300
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QUEUED_TEXTBOX_2_ADDRESS = 0x25302
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QUEUED_MSG_DELAY_TIMER_ADDRESS = 0x25304
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QUEUED_SOUND_ID_ADDRESS = 0x25306
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DELAY_TIMER_ADDRESS = 0x25308
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CURRENT_CUTSCENE_ID_ADDRESS = 0x26000
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NATHAN_STATE_ADDRESS = 0x50
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CURRENT_HP_ADDRESS = 0x2562E
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CURRENT_MP_ADDRESS = 0x25636
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CURRENT_HEARTS_ADDRESS = 0x2563C
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CURRENT_LOCATION_VALUES_START = 0x253FC
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ROM_NAME_START = 0xA0
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AREA_SEALED_ROOM = 0x00
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AREA_BATTLE_ARENA = 0x0E
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GAME_STATE_GAMEPLAY = 0x06
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GAME_STATE_CREDITS = 0x21
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NATHAN_STATE_SAVING = 0x34
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STATUS_POISON = b"\x02"
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TEXT_ID_DSS_TUTORIAL = b"\x1D\x82"
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TEXT_ID_MULTIWORLD_MESSAGE = b"\xF2\x84"
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SOUND_ID_UNUSED_SIMON_FANFARE = b"\x04"
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SOUND_ID_MAIDEN_BREAKING = b"\x79"
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# SOUND_ID_NATHAN_FREEZING = b"\x7A"
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SOUND_ID_BAD_CONFIG = b"\x2D\x01"
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SOUND_ID_DRACULA_CHARGE = b"\xAB\x01"
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SOUND_ID_MINOR_PICKUP = b"\xB3\x01"
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SOUND_ID_MAJOR_PICKUP = b"\xB4\x01"
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ITEM_NAME_LIMIT = 300
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PLAYER_NAME_LIMIT = 50
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FLAG_HIT_IRON_MAIDEN_SWITCH = 0x2A
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FLAG_SAW_DSS_TUTORIAL = 0xB1
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FLAG_WON_BATTLE_ARENA = 0xB2
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FLAG_DEFEATED_DRACULA_II = 0xBC
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# These flags are communicated to the tracker as a bitfield using this order.
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# Modifying the order will cause undetectable autotracking issues.
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EVENT_FLAG_MAP = {
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FLAG_HIT_IRON_MAIDEN_SWITCH: "FLAG_HIT_IRON_MAIDEN_SWITCH",
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FLAG_WON_BATTLE_ARENA: "FLAG_WON_BATTLE_ARENA",
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0xB3: "FLAG_DEFEATED_CERBERUS",
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0xB4: "FLAG_DEFEATED_NECROMANCER",
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0xB5: "FLAG_DEFEATED_IRON_GOLEM",
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0xB6: "FLAG_DEFEATED_ADRAMELECH",
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0xB7: "FLAG_DEFEATED_DRAGON_ZOMBIES",
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0xB8: "FLAG_DEFEATED_DEATH",
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0xB9: "FLAG_DEFEATED_CAMILLA",
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0xBA: "FLAG_DEFEATED_HUGH",
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0xBB: "FLAG_DEFEATED_DRACULA_I",
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FLAG_DEFEATED_DRACULA_II: "FLAG_DEFEATED_DRACULA_II"
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}
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DEATHLINK_AREA_NAMES = ["Sealed Room", "Catacomb", "Abyss Staircase", "Audience Room", "Triumph Hallway",
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"Machine Tower", "Eternal Corridor", "Chapel Tower", "Underground Warehouse",
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"Underground Gallery", "Underground Waterway", "Outer Wall", "Observation Tower",
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"Ceremonial Room", "Battle Arena"]
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class CastlevaniaCotMClient(BizHawkClient):
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game = "Castlevania - Circle of the Moon"
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system = "GBA"
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patch_suffix = ".apcvcotm"
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sent_initial_packets: bool
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self_induced_death: bool
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local_checked_locations: Set[int]
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client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
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killed_dracula_2: bool
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won_battle_arena: bool
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sent_message_queue: list
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death_causes: list
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currently_dead: bool
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synced_set_events: bool
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saw_arena_win_message: bool
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saw_dss_tutorial: bool
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async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
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from CommonClient import logger
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try:
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# Check ROM name/patch version
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game_names = await bizhawk.read(ctx.bizhawk_ctx, [(ROM_NAME_START, 0xC, "ROM"),
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(ARCHIPELAGO_IDENTIFIER_START, 12, "ROM")])
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if game_names[0].decode("ascii") != "DRACULA AGB1":
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return False
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if game_names[1] == b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00':
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logger.info("ERROR: You appear to be running an unpatched version of Castlevania: Circle of the Moon. "
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"You need to generate a patch file and use it to create a patched ROM.")
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return False
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if game_names[1].decode("ascii") != ARCHIPELAGO_IDENTIFIER:
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logger.info("ERROR: The patch file used to create this ROM is not compatible with "
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"this client. Double check your client version against the version being "
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"used by the generator.")
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return False
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except UnicodeDecodeError:
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return False
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except bizhawk.RequestFailedError:
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return False # Should verify on the next pass
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ctx.game = self.game
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ctx.items_handling = 0b001
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ctx.want_slot_data = True
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ctx.watcher_timeout = 0.125
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return True
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async def set_auth(self, ctx: "BizHawkClientContext") -> None:
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auth_raw = (await bizhawk.read(ctx.bizhawk_ctx, [(AUTH_NUMBER_START, 16, "ROM")]))[0]
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ctx.auth = base64.b64encode(auth_raw).decode("utf-8")
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# Initialize all the local client attributes here so that nothing will be carried over from a previous CotM if
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# the player tried changing CotM ROMs without resetting their Bizhawk Client instance.
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self.sent_initial_packets = False
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self.local_checked_locations = set()
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self.self_induced_death = False
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self.client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
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self.killed_dracula_2 = False
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self.won_battle_arena = False
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self.sent_message_queue = []
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self.death_causes = []
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self.currently_dead = False
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self.synced_set_events = False
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self.saw_arena_win_message = False
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self.saw_dss_tutorial = False
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def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None:
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if cmd != "Bounced":
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return
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if "tags" not in args:
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return
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if ctx.slot is None:
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return
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if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name:
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if "cause" in args["data"]:
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cause = args["data"]["cause"]
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if cause == "":
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cause = f"{args['data']['source']} killed you without a word!"
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if len(cause) > ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT:
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cause = cause[:ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT]
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else:
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cause = f"{args['data']['source']} killed you without a word!"
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# Highlight the player that killed us in the game's orange text.
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if args['data']['source'] in cause:
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words = cause.split(args['data']['source'], 1)
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cause = words[0] + "「" + args['data']['source'] + "」" + words[1]
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self.death_causes += [cause]
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async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
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if ctx.server is None or ctx.server.socket.closed or ctx.slot_data is None or ctx.slot is None:
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return
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try:
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# Scout all Locations and get our Set events upon initial connection.
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if not self.sent_initial_packets:
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await ctx.send_msgs([{
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"cmd": "LocationScouts",
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"locations": [code for name, code in get_location_names_to_ids().items()
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if code in ctx.server_locations],
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"create_as_hint": 0
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}])
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await ctx.send_msgs([{
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"cmd": "Get",
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"keys": [f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"]
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}])
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self.sent_initial_packets = True
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read_state = await bizhawk.read(ctx.bizhawk_ctx, [(GAME_STATE_ADDRESS, 1, "EWRAM"),
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(FLAGS_ARRAY_START, 32, "EWRAM"),
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(CARDS_ARRAY_START, 20, "EWRAM"),
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(NUM_RECEIVED_ITEMS_ADDRESS, 2, "EWRAM"),
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(MAX_UPS_ARRAY_START, 3, "EWRAM"),
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(MAGIC_ITEMS_ARRAY_START, 8, "EWRAM"),
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(QUEUED_TEXTBOX_1_ADDRESS, 2, "EWRAM"),
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(DELAY_TIMER_ADDRESS, 2, "EWRAM"),
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(CURRENT_CUTSCENE_ID_ADDRESS, 1, "EWRAM"),
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(NATHAN_STATE_ADDRESS, 1, "EWRAM"),
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(CURRENT_HP_ADDRESS, 18, "EWRAM"),
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(CURRENT_LOCATION_VALUES_START, 2, "EWRAM")])
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game_state = int.from_bytes(read_state[0], "little")
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event_flags_array = read_state[1]
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cards_array = list(read_state[2])
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max_ups_array = list(read_state[4])
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magic_items_array = list(read_state[5])
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num_received_items = int.from_bytes(bytearray(read_state[3]), "little")
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queued_textbox = int.from_bytes(bytearray(read_state[6]), "little")
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delay_timer = int.from_bytes(bytearray(read_state[7]), "little")
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cutscene = int.from_bytes(bytearray(read_state[8]), "little")
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nathan_state = int.from_bytes(bytearray(read_state[9]), "little")
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health_stats_array = bytearray(read_state[10])
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area = int.from_bytes(bytearray(read_state[11][0:1]), "little")
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room = int.from_bytes(bytearray(read_state[11][1:]), "little")
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# Get out each of the individual health/magic/heart values.
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hp = int.from_bytes(health_stats_array[0:2], "little")
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max_hp = int.from_bytes(health_stats_array[4:6], "little")
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# mp = int.from_bytes(health_stats_array[8:10], "little") Not used. But it's here if it's ever needed!
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max_mp = int.from_bytes(health_stats_array[12:14], "little")
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hearts = int.from_bytes(health_stats_array[14:16], "little")
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max_hearts = int.from_bytes(health_stats_array[16:], "little")
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# If there's no textbox already queued, the delay timer is 0, we are not in a cutscene, and Nathan's current
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# state value is not 0x34 (using a save room), it should be safe to inject a textbox message.
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ok_to_inject = not queued_textbox and not delay_timer and not cutscene \
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and nathan_state != NATHAN_STATE_SAVING
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# Make sure we are in the Gameplay or Credits states before detecting sent locations.
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# If we are in any other state, such as the Game Over state, reset the textbox buffers back to 0 so that we
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# don't receive the most recent item upon loading back in.
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#
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# If the intro cutscene floor broken flag is not set, then assume we are in the demo; at no point during
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# regular gameplay will this flag not be set.
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if game_state not in [GAME_STATE_GAMEPLAY, GAME_STATE_CREDITS] or not event_flags_array[6] & 0x02:
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self.currently_dead = False
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await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, [0 for _ in range(12)], "EWRAM")])
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return
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# Enable DeathLink if it's in our slot_data.
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if "DeathLink" not in ctx.tags and ctx.slot_data["death_link"]:
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await ctx.update_death_link(True)
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# Send a DeathLink if we died on our own independently of receiving another one.
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if "DeathLink" in ctx.tags and hp == 0 and not self.currently_dead:
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self.currently_dead = True
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# Check if we are in Dracula II's arena. The game considers this part of the Sealed Room area,
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# which I don't think makes sense to be player-facing like this.
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if area == AREA_SEALED_ROOM and room == 2:
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area_of_death = "Dracula's realm"
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# If we aren't in Dracula II's arena, then take the name of whatever area the player is currently in.
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else:
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area_of_death = DEATHLINK_AREA_NAMES[area]
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await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished in {area_of_death}. Dracula has won!")
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# Update the Dracula II and Battle Arena events already being done on past separate sessions for if the
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# player is running the Battle Arena and Dracula goal.
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if f"castlevania_cotm_events_{ctx.team}_{ctx.slot}" in ctx.stored_data:
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if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] is not None:
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if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x2:
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self.won_battle_arena = True
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if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x800:
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self.killed_dracula_2 = True
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# If we won the Battle Arena, haven't seen the win message yet, and are in the Arena at the moment, pop up
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# the win message while playing the game's unused Theme of Simon Belmont fanfare.
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if self.won_battle_arena and not self.saw_arena_win_message and area == AREA_BATTLE_ARENA \
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and ok_to_inject and not self.currently_dead:
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win_message = cvcotm_string_to_bytearray(" A 「WINNER」 IS 「YOU」!▶", "little middle", 0,
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wrap=False)
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await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
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(QUEUED_SOUND_ID_ADDRESS, SOUND_ID_UNUSED_SIMON_FANFARE, "EWRAM"),
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(QUEUED_TEXT_STRING_START, win_message, "ROM")])
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self.saw_arena_win_message = True
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# If we have any queued death causes, handle DeathLink giving here.
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elif self.death_causes and ok_to_inject and not self.currently_dead:
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# Inject the oldest cause as a textbox message and play the Dracula charge attack sound.
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death_text = self.death_causes[0]
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death_writes = [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
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(QUEUED_SOUND_ID_ADDRESS, SOUND_ID_DRACULA_CHARGE, "EWRAM")]
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# If we are in the Battle Arena and are not using the On Including Arena DeathLink option, extend the
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# DeathLink message and don't actually kill Nathan.
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if ctx.slot_data["death_link"] != CVCotMDeathLink.option_arena_on and area == AREA_BATTLE_ARENA:
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death_text += "◊The Battle Arena nullified the DeathLink. Go fight fair and square!"
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else:
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# Otherwise, kill Nathan by giving him a 9999 damage-dealing poison status that hurts him as soon as
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# the death cause textbox is dismissed.
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death_writes += [(CURRENT_STATUS_ADDRESS, STATUS_POISON, "EWRAM"),
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(POISON_TIMER_TILL_DAMAGE_ADDRESS, b"\x38", "EWRAM"),
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(POISON_DAMAGE_VALUE_ADDRESS, b"\x0F\x27", "EWRAM")]
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# Add the final death text and write the whole shebang.
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death_writes += [(QUEUED_TEXT_STRING_START,
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bytes(cvcotm_string_to_bytearray(death_text + "◊", "big middle", 0)), "ROM")]
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await bizhawk.write(ctx.bizhawk_ctx, death_writes)
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# Delete the oldest death cause that we just wrote and set currently_dead to True so the client doesn't
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# think we just died on our own on the subsequent frames before the Game Over state.
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del(self.death_causes[0])
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self.currently_dead = True
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# If we have a queue of Locations to inject "sent" messages with, do so before giving any subsequent Items.
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elif self.sent_message_queue and ok_to_inject and not self.currently_dead and ctx.locations_info:
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loc = self.sent_message_queue[0]
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# Truncate the Item name. ArchipIDLE's FFXIV Item is 214 characters, for comparison.
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item_name = ctx.item_names.lookup_in_slot(ctx.locations_info[loc].item, ctx.locations_info[loc].player)
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if len(item_name) > ITEM_NAME_LIMIT:
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item_name = item_name[:ITEM_NAME_LIMIT]
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# Truncate the player name. Player names are normally capped at 16 characters, but there is no limit on
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# ItemLink group names.
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player_name = ctx.player_names[ctx.locations_info[loc].player]
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if len(player_name) > PLAYER_NAME_LIMIT:
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player_name = player_name[:PLAYER_NAME_LIMIT]
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sent_text = cvcotm_string_to_bytearray(f"「{item_name}」 sent to 「{player_name}」◊", "big middle", 0)
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# Set the correct sound to play depending on the Item's classification.
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if item_name == iname.ironmaidens and \
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ctx.slot_info[ctx.locations_info[loc].player].game == "Castlevania - Circle of the Moon":
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mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
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sent_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken for 「{player_name}」◊",
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"big middle", 0)
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elif ctx.locations_info[loc].flags & MAJORS_CLASSIFICATIONS:
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mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
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elif ctx.locations_info[loc].flags & ItemClassification.trap:
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mssg_sfx_id = SOUND_ID_BAD_CONFIG
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else: # Filler
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mssg_sfx_id = SOUND_ID_MINOR_PICKUP
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await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
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(QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM"),
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(QUEUED_TEXT_STRING_START, sent_text, "ROM")])
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del(self.sent_message_queue[0])
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# If the game hasn't received all items yet, it's ok to inject, and the current number of received items
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# still matches what we read before, then write the next incoming item into the inventory and, separately,
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# the textbox ID to trigger the multiworld textbox, sound effect to play when the textbox opens, number to
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# increment the received items count by, and the text to go into the multiworld textbox. The game will then
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# do the rest when it's able to.
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elif num_received_items < len(ctx.items_received) and ok_to_inject and not self.currently_dead:
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next_item = ctx.items_received[num_received_items]
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# Figure out what inventory array and offset from said array to increment based on what we are
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# receiving.
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flag_index = 0
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flag_array = b""
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inv_array = []
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inv_array_start = 0
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text_id_2 = b"\x00\x00"
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item_type = next_item.item & 0xFF00
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inv_array_index = next_item.item & 0xFF
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if item_type == 0xE600: # Card
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inv_array_start = CARDS_ARRAY_START
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inv_array = cards_array
|
|
mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
|
|
# If skip_tutorials is off and the saw DSS tutorial flag is not set, set the flag and display it
|
|
# for the second textbox.
|
|
if not self.saw_dss_tutorial and not ctx.slot_data["skip_tutorials"]:
|
|
flag_index = FLAG_SAW_DSS_TUTORIAL
|
|
flag_array = event_flags_array
|
|
text_id_2 = TEXT_ID_DSS_TUTORIAL
|
|
elif item_type == 0xE800 and inv_array_index == 0x09: # Maiden Detonator
|
|
flag_index = FLAG_HIT_IRON_MAIDEN_SWITCH
|
|
flag_array = event_flags_array
|
|
mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
|
|
elif item_type == 0xE800: # Any other Magic Item
|
|
inv_array_start = MAGIC_ITEMS_ARRAY_START
|
|
inv_array = magic_items_array
|
|
mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
|
|
if inv_array_index > 5: # The unused Map's index is skipped over.
|
|
inv_array_index -= 1
|
|
else: # Max Up
|
|
inv_array_start = MAX_UPS_ARRAY_START
|
|
mssg_sfx_id = SOUND_ID_MINOR_PICKUP
|
|
inv_array = max_ups_array
|
|
|
|
item_name = ctx.item_names.lookup_in_slot(next_item.item)
|
|
player_name = ctx.player_names[next_item.player]
|
|
# Truncate the player name.
|
|
if len(player_name) > PLAYER_NAME_LIMIT:
|
|
player_name = player_name[:PLAYER_NAME_LIMIT]
|
|
|
|
# If the Item came from a different player, display a custom received message. Otherwise, display the
|
|
# vanilla received message for that Item.
|
|
if next_item.player != ctx.slot:
|
|
text_id_1 = TEXT_ID_MULTIWORLD_MESSAGE
|
|
if item_name == iname.ironmaidens:
|
|
received_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken by "
|
|
f"「{player_name}」◊", "big middle", 0)
|
|
else:
|
|
received_text = cvcotm_string_to_bytearray(f"「{item_name}」 received from "
|
|
f"「{player_name}」◊", "big middle", 0)
|
|
text_write = [(QUEUED_TEXT_STRING_START, bytes(received_text), "ROM")]
|
|
|
|
# If skip_tutorials is off, display the Item's tutorial for the second textbox (if it has one).
|
|
if not ctx.slot_data["skip_tutorials"] and cvcotm_item_info[item_name].tutorial_id is not None:
|
|
text_id_2 = cvcotm_item_info[item_name].tutorial_id
|
|
else:
|
|
text_id_1 = cvcotm_item_info[item_name].text_id
|
|
text_write = []
|
|
|
|
# Check if the player has 255 of the item being received. If they do, don't increment that counter
|
|
# further.
|
|
refill_write = []
|
|
count_write = []
|
|
flag_write = []
|
|
count_guard = []
|
|
flag_guard = []
|
|
|
|
# If there's a value to increment in an inventory array, do so here after checking to see if we can.
|
|
if inv_array_start:
|
|
if inv_array[inv_array_index] + 1 > 0xFF:
|
|
# If it's a stat max up being received, manually give a refill of that item's stat.
|
|
# Normally, the game does this automatically by incrementing the number of that max up.
|
|
if item_name == iname.hp_max:
|
|
refill_write = [(CURRENT_HP_ADDRESS, int.to_bytes(max_hp, 2, "little"), "EWRAM")]
|
|
elif item_name == iname.mp_max:
|
|
refill_write = [(CURRENT_MP_ADDRESS, int.to_bytes(max_mp, 2, "little"), "EWRAM")]
|
|
elif item_name == iname.heart_max:
|
|
# If adding +6 Hearts doesn't put us over the player's current max Hearts, do so.
|
|
# Otherwise, set the player's current Hearts to the current max.
|
|
if hearts + 6 > max_hearts:
|
|
new_hearts = max_hearts
|
|
else:
|
|
new_hearts = hearts + 6
|
|
refill_write = [(CURRENT_HEARTS_ADDRESS, int.to_bytes(new_hearts, 2, "little"), "EWRAM")]
|
|
else:
|
|
# If our received count of that item is not more than 255, increment it normally.
|
|
inv_address = inv_array_start + inv_array_index
|
|
count_guard = [(inv_address, int.to_bytes(inv_array[inv_array_index], 1, "little"), "EWRAM")]
|
|
count_write = [(inv_address, int.to_bytes(inv_array[inv_array_index] + 1, 1, "little"),
|
|
"EWRAM")]
|
|
|
|
# If there's a flag value to set, do so here.
|
|
if flag_index:
|
|
flag_bytearray_index = flag_index // 8
|
|
flag_address = FLAGS_ARRAY_START + flag_bytearray_index
|
|
flag_guard = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index], 1, "little"), "EWRAM")]
|
|
flag_write = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index] |
|
|
(0x01 << (flag_index % 8)), 1, "little"), "EWRAM")]
|
|
|
|
await bizhawk.guarded_write(ctx.bizhawk_ctx,
|
|
[(QUEUED_TEXTBOX_1_ADDRESS, text_id_1, "EWRAM"),
|
|
(QUEUED_TEXTBOX_2_ADDRESS, text_id_2, "EWRAM"),
|
|
(QUEUED_MSG_DELAY_TIMER_ADDRESS, b"\x01", "EWRAM"),
|
|
(QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM")]
|
|
+ count_write + flag_write + text_write + refill_write,
|
|
# Make sure the number of received items and number to overwrite are still
|
|
# what we expect them to be.
|
|
[(NUM_RECEIVED_ITEMS_ADDRESS, read_state[3], "EWRAM")]
|
|
+ count_guard + flag_guard),
|
|
|
|
locs_to_send = set()
|
|
|
|
# Check each bit in each flag byte for set Location and event flags.
|
|
checked_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
|
|
for byte_index, byte in enumerate(event_flags_array):
|
|
for i in range(8):
|
|
and_value = 0x01 << i
|
|
if byte & and_value != 0:
|
|
flag_id = byte_index * 8 + i
|
|
|
|
location_id = flag_id + BASE_ID
|
|
if location_id in ctx.server_locations:
|
|
locs_to_send.add(location_id)
|
|
|
|
# If the flag for pressing the Iron Maiden switch is set, and the Iron Maiden behavior is
|
|
# vanilla (meaning we really pressed the switch), send the Iron Maiden switch as checked.
|
|
if flag_id == FLAG_HIT_IRON_MAIDEN_SWITCH and ctx.slot_data["iron_maiden_behavior"] == \
|
|
IronMaidenBehavior.option_vanilla:
|
|
locs_to_send.add(cvcotm_location_info[lname.ct21].code + BASE_ID)
|
|
|
|
# If the DSS tutorial flag is set, let the client know, so it's not shown again for
|
|
# subsequently-received cards.
|
|
if flag_id == FLAG_SAW_DSS_TUTORIAL:
|
|
self.saw_dss_tutorial = True
|
|
|
|
if flag_id in EVENT_FLAG_MAP:
|
|
checked_set_events[EVENT_FLAG_MAP[flag_id]] = True
|
|
|
|
# Update the client's statuses for the Battle Arena and Dracula goals.
|
|
if flag_id == FLAG_WON_BATTLE_ARENA:
|
|
self.won_battle_arena = True
|
|
|
|
if flag_id == FLAG_DEFEATED_DRACULA_II:
|
|
self.killed_dracula_2 = True
|
|
|
|
# Send Locations if there are any to send.
|
|
if locs_to_send != self.local_checked_locations:
|
|
self.local_checked_locations = locs_to_send
|
|
|
|
if locs_to_send is not None:
|
|
# Capture all the Locations with non-local Items to send that are in ctx.missing_locations
|
|
# (the ones that were definitely never sent before).
|
|
if ctx.locations_info:
|
|
self.sent_message_queue += [loc for loc in locs_to_send if loc in ctx.missing_locations and
|
|
ctx.locations_info[loc].player != ctx.slot]
|
|
# If we still don't have the locations info at this point, send another LocationScout packet just
|
|
# in case something went wrong, and we never received the initial LocationInfo packet.
|
|
else:
|
|
await ctx.send_msgs([{
|
|
"cmd": "LocationScouts",
|
|
"locations": [code for name, code in get_location_names_to_ids().items()
|
|
if code in ctx.server_locations],
|
|
"create_as_hint": 0
|
|
}])
|
|
|
|
await ctx.send_msgs([{
|
|
"cmd": "LocationChecks",
|
|
"locations": list(locs_to_send)
|
|
}])
|
|
|
|
# Check the win condition depending on what our completion goal is.
|
|
# The Dracula option requires the "killed Dracula II" flag to be set or being in the credits state.
|
|
# The Battle Arena option requires the Shinning Armor pickup flag to be set.
|
|
# Otherwise, the Battle Arena and Dracula option requires both of the above to be satisfied simultaneously.
|
|
if ctx.slot_data["completion_goal"] == CompletionGoal.option_dracula:
|
|
win_condition = self.killed_dracula_2
|
|
elif ctx.slot_data["completion_goal"] == CompletionGoal.option_battle_arena:
|
|
win_condition = self.won_battle_arena
|
|
else:
|
|
win_condition = self.killed_dracula_2 and self.won_battle_arena
|
|
|
|
# Send game clear if we've satisfied the win condition.
|
|
if not ctx.finished_game and win_condition:
|
|
ctx.finished_game = True
|
|
await ctx.send_msgs([{
|
|
"cmd": "StatusUpdate",
|
|
"status": ClientStatus.CLIENT_GOAL
|
|
}])
|
|
|
|
# Update the tracker event flags
|
|
if checked_set_events != self.client_set_events and ctx.slot is not None:
|
|
event_bitfield = 0
|
|
for index, (flag, flag_name) in enumerate(EVENT_FLAG_MAP.items()):
|
|
if checked_set_events[flag_name]:
|
|
event_bitfield |= 1 << index
|
|
|
|
await ctx.send_msgs([{
|
|
"cmd": "Set",
|
|
"key": f"castlevania_cotm_events_{ctx.team}_{ctx.slot}",
|
|
"default": 0,
|
|
"want_reply": False,
|
|
"operations": [{"operation": "or", "value": event_bitfield}],
|
|
}])
|
|
self.client_set_events = checked_set_events
|
|
|
|
except bizhawk.RequestFailedError:
|
|
# Exit handler and return to main loop to reconnect.
|
|
pass
|