doukutsu-rs/src/scripting/doukutsu.rs

514 lines
17 KiB
Rust

use std::io::Read;
use lua_ffi::ffi::luaL_Reg;
use lua_ffi::{c_int, LuaObject, State};
use crate::common::{Direction, Rect};
use crate::framework::filesystem;
use crate::npc::NPC;
use crate::player::Player;
use crate::rng::RNG;
use crate::scene::game_scene::GameScene;
use crate::scripting::{check_status, LuaScriptingState, DRS_RUNTIME_GLOBAL};
pub struct Doukutsu {
pub ptr: *mut LuaScriptingState,
}
#[allow(unused)]
impl Doukutsu {
pub fn new(ptr: *mut LuaScriptingState) -> Doukutsu {
Doukutsu { ptr }
}
unsafe fn lua_play_sfx(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
game_state.sound_manager.play_sfx(index as u8);
}
0
}
unsafe fn lua_play_sfx_loop(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
game_state.sound_manager.loop_sfx(index as u8);
}
0
}
unsafe fn lua_play_song(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
let ctx = &mut (*(*self.ptr).ctx_ptr);
let _ =
game_state.sound_manager.play_song(index as usize, &game_state.constants, &game_state.settings, ctx);
}
0
}
unsafe fn lua_set_setting(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
state.push(game_state.get_flag(index.max(0) as usize));
} else {
state.push_nil();
}
1
}
unsafe fn lua_get_flag(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
state.push(game_state.get_flag(index.max(0) as usize));
} else {
state.push_nil();
}
1
}
unsafe fn lua_set_flag(&self, state: &mut State) -> c_int {
let flag_id = state.to_int(2);
let flag_val = state.to_bool(3);
if let (Some(flag_id), Some(flag_val)) = (flag_id, flag_val) {
let game_state = &mut (*(*self.ptr).state_ptr);
game_state.set_flag(flag_id.max(0) as usize, flag_val);
}
0
}
unsafe fn lua_get_skip_flag(&self, state: &mut State) -> c_int {
if let Some(index) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
state.push(game_state.get_skip_flag(index.max(0) as usize));
} else {
state.push_nil();
}
1
}
unsafe fn lua_set_skip_flag(&self, state: &mut State) -> c_int {
let flag_id = state.to_int(2);
let flag_val = state.to_bool(3);
if let (Some(flag_id), Some(flag_val)) = (flag_id, flag_val) {
let game_state = &mut (*(*self.ptr).state_ptr);
game_state.set_skip_flag(flag_id.max(0) as usize, flag_val);
}
0
}
unsafe fn lua_set_engine_constant(&self, state: &mut State) -> c_int {
if let Some(constant_id) = state.to_int(2) {
let game_state = &mut (*(*self.ptr).state_ptr);
match constant_id {
0x1000 => {
// intro event
if let Some(intro_event) = state.to_int(3) {
game_state.constants.game.intro_event = intro_event as u16;
}
}
0x1001 => {
// intro stage
if let Some(intro_stage) = state.to_int(3) {
game_state.constants.game.intro_stage = intro_stage as u16;
}
}
0x1002 => {
// intro pos
if let (Some(intro_x), Some(intro_y)) = (state.to_int(3), state.to_int(4)) {
game_state.constants.game.intro_player_pos = (intro_x as i16, intro_y as i16);
}
}
0x1003 => {
// ng event
if let Some(ng_event) = state.to_int(3) {
game_state.constants.game.new_game_event = ng_event as u16;
}
}
0x1004 => {
// ng stage
if let Some(ng_stage) = state.to_int(3) {
game_state.constants.game.new_game_stage = ng_stage as u16;
}
}
0x1005 => {
// ng pos
if let (Some(ng_x), Some(ng_y)) = (state.to_int(3), state.to_int(4)) {
game_state.constants.game.new_game_player_pos = (ng_x as i16, ng_y as i16);
}
}
_ => {}
}
}
0
}
unsafe fn lua_npc_command(&self, state: &mut State) -> c_int {
if (*self.ptr).game_scene.is_null() {
state.push_nil();
return 1;
}
if let (Some(npc_id), Some(param_type)) = (state.to_int(2), state.to_int(3)) {
let game_scene = &mut *(*self.ptr).game_scene;
let npc = match game_scene.npc_list.get_npc(npc_id as usize) {
Some(npc) => npc,
None => {
state.push_nil();
return 1;
}
};
match param_type {
0x0e => state.push(npc.cond.0 as i32),
0x0f => state.push(npc.flags.0),
0x10 => state.push(npc.x as f32 / 512.0),
0x11 => state.push(npc.y as f32 / 512.0),
0x12 => state.push(npc.vel_x as f32 / 512.0),
0x13 => state.push(npc.vel_y as f32 / 512.0),
0x14 => state.push(npc.vel_x2 as f32 / 512.0),
0x15 => state.push(npc.vel_y2 as f32 / 512.0),
0x16 => state.push(npc.action_num as i32),
0x17 => state.push(npc.anim_num as i32),
0x18 => state.push(npc.action_counter as i32),
0x19 => state.push(npc.action_counter2 as i32),
0x1a => state.push(npc.action_counter3 as i32),
0x1b => state.push(npc.anim_counter as i32),
0x1c => state.push(npc.parent_id as i32),
0x1d => state.push(npc.npc_type as i32),
0x1e => state.push(npc.life as i32),
0x1f => state.push(npc.flag_num as i32),
0x20 => state.push(npc.event_num as i32),
0x21 => state.push(npc.direction as i32),
0x22 => state.push(npc.tsc_direction as i32),
0x10e => {
if let Some(v) = state.to_uint(4) {
npc.cond.0 = v as u16;
}
}
0x10f => {
if let Some(v) = state.to_uint(4) {
npc.flags.0 = v;
}
}
0x110 => {
if let Some(v) = state.to_float(4) {
// set x
npc.x = (v * 512.0) as i32;
}
}
0x111 => {
if let Some(v) = state.to_float(4) {
// set y
npc.y = (v * 512.0) as i32;
}
}
0x112 => {
if let Some(v) = state.to_float(4) {
// set vel x
npc.vel_x = (v * 512.0) as i32;
}
}
0x113 => {
if let Some(v) = state.to_float(4) {
// set vel y
npc.vel_y = (v * 512.0) as i32;
}
}
0x114 => {
if let Some(v) = state.to_float(4) {
// set vel x 2
npc.vel_x2 = (v * 512.0) as i32;
}
}
0x115 => {
if let Some(v) = state.to_float(4) {
// set vel y 2
npc.vel_y2 = (v * 512.0) as i32;
}
}
0x116 => {
if let Some(v) = state.to_int(4) {
npc.action_num = v as u16;
}
}
0x117 => {
if let Some(v) = state.to_int(4) {
npc.anim_num = v as u16;
}
}
0x118 => {
if let Some(v) = state.to_int(4) {
npc.action_counter = v as u16;
}
}
0x119 => {
if let Some(v) = state.to_int(4) {
npc.action_counter2 = v as u16;
}
}
0x11a => {
if let Some(v) = state.to_int(4) {
npc.action_counter3 = v as u16;
}
}
0x11b => {
if let Some(v) = state.to_int(4) {
npc.anim_counter = v as u16;
}
}
0x11c => {
if let Some(v) = state.to_int(4) {
npc.parent_id = v as u16;
}
}
0x11d => {
if let Some(v) = state.to_int(4) {
npc.npc_type = v as u16;
}
}
0x11e => {
if let Some(v) = state.to_int(4) {
npc.life = v as u16;
}
}
0x11f => {
if let Some(v) = state.to_int(4) {
npc.flag_num = v as u16;
}
}
0x120 => {
if let Some(v) = state.to_int(4) {
npc.event_num = v as u16;
}
}
0x121 | 0x122 => {
if let Some(v) = state.to_int(4) {
npc.direction = Direction::from_int_facing(v as _).unwrap_or(Direction::Left);
npc.tsc_direction = v as _;
}
}
0x200 => {
// get player idx
let index = npc.get_closest_player_idx_mut(&[&mut game_scene.player1, &mut game_scene.player2]);
state.push(index as i32);
}
0x201 => {
// random
if let (Some(min), Some(max)) = (state.to_int(4), state.to_int(5)) {
if max < min {
state.error("max < min");
} else {
state.push(npc.rng.range(min..max));
}
} else {
state.error("Invalid parameters supplied.");
}
}
0x202 => {
// get anim rect
state.push(npc.anim_rect.left as i32);
state.push(npc.anim_rect.top as i32);
state.push(npc.anim_rect.right as i32);
state.push(npc.anim_rect.bottom as i32);
}
0x203 => {
// set anim rect
if let (Some(l), Some(t), Some(r), Some(b)) =
(state.to_int(4), state.to_int(5), state.to_int(6), state.to_int(7))
{
npc.anim_rect = Rect { left: l as u16, top: t as u16, right: r as u16, bottom: b as u16 };
} else {
state.error("Invalid parameters supplied.");
}
}
_ => state.push_nil(),
}
} else {
state.push_nil()
}
1
}
unsafe fn lua_player_command(&self, state: &mut State) -> c_int {
if (*self.ptr).game_scene.is_null() {
state.push_nil();
return 1;
}
if let (Some(player_id), Some(param_type)) = (state.to_int(2), state.to_int(3)) {
let game_scene = &mut *(*self.ptr).game_scene;
let player = match player_id {
0 => &mut game_scene.player1,
1 => &mut game_scene.player2,
_ => {
state.push_nil();
return 1;
}
};
match param_type {
0x0e => state.push(player.cond.0 as u32),
0x0f => state.push(player.flags.0),
0x10 => state.push(player.x as f32 / 512.0),
0x11 => state.push(player.y as f32 / 512.0),
0x12 => state.push(player.vel_x as f32 / 512.0),
0x13 => state.push(player.vel_y as f32 / 512.0),
0x110 => {
if let Some(v) = state.to_float(4) {
// set x
player.x = (v * 512.0) as i32;
}
}
0x111 => {
if let Some(v) = state.to_float(4) {
// set y
player.y = (v * 512.0) as i32;
}
}
0x112 => {
if let Some(v) = state.to_float(4) {
// set vel x
player.vel_x = (v * 512.0) as i32;
}
}
0x113 => {
if let Some(v) = state.to_float(4) {
// set vel y
player.vel_y = (v * 512.0) as i32;
}
}
0x200 => {
if let Some(points) = state.to_int(4) {
player.damage(points, &mut (*(*self.ptr).state_ptr), &game_scene.npc_list);
}
state.push_nil();
}
_ => state.push_nil(),
}
} else {
state.push_nil()
}
1
}
unsafe fn lua_load_script(&mut self, state: &mut State) -> c_int {
let lua_state = &mut (*self.ptr);
if let Some(name) = state.to_str(2) {
let name = name.to_string();
let ctx = &mut (*(*self.ptr).ctx_ptr);
let path = format!("/Scripts/{}.lua", name);
let lua_vfs_path = format!("@/Scripts/{}.lua", name);
fn raise_error(name: &str, state: &mut State, err: &str) {
let error_msg = format!("module '{}' not found: {}", name, err.to_string());
state.error(&error_msg);
}
match filesystem::open(ctx, &path) {
Ok(mut file) => {
let mut buf = Vec::new();
if let Err(res) = file.read_to_end(&mut buf) {
raise_error(&name, state, &res.to_string());
return 0;
}
let res = state.load_buffer(&buf, &lua_vfs_path);
if let Err(err) = check_status(res, state) {
raise_error(&name, state, &err.to_string());
return 0;
}
return match state.pcall(0, 1, 0) {
Ok(_) => 1,
Err((_, err)) => {
raise_error(&name, state, &err);
0
}
};
}
Err(err) => {
raise_error(&name, state, &err.to_string());
}
}
}
0
}
}
impl LuaObject for Doukutsu {
fn name() -> *const i8 {
c_str!("doukutsu-rs-internal")
}
fn lua_fns() -> Vec<luaL_Reg> {
vec![
lua_method!("playSfx", Doukutsu, Doukutsu::lua_play_sfx),
lua_method!("playSong", Doukutsu, Doukutsu::lua_play_song),
lua_method!("getFlag", Doukutsu, Doukutsu::lua_get_flag),
lua_method!("setFlag", Doukutsu, Doukutsu::lua_set_flag),
lua_method!("getSkipFlag", Doukutsu, Doukutsu::lua_get_skip_flag),
lua_method!("setSkipFlag", Doukutsu, Doukutsu::lua_set_skip_flag),
lua_method!("setEngineConstant", Doukutsu, Doukutsu::lua_set_engine_constant),
lua_method!("playerCommand", Doukutsu, Doukutsu::lua_player_command),
lua_method!("npcCommand", Doukutsu, Doukutsu::lua_npc_command),
lua_method!("loadScript", Doukutsu, Doukutsu::lua_load_script),
]
}
}
impl LuaScriptingState {
pub fn try_run_npc_hook(&mut self, npc_id: u16, npc_type: u16) -> bool {
let mut result = false;
if let Some(state) = self.state.as_mut() {
state.get_global(DRS_RUNTIME_GLOBAL);
state.get_field(-1, "_tryNPCHook");
state.push(npc_id as i32);
state.push(npc_type as i32);
if let Err((_, err)) = state.pcall(2, 1, 0) {
log::error!("npc_hook error: {}", err);
}
if let Some(val) = state.to_bool(-1) {
result = val;
}
state.pop(2);
}
result
}
}