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UltimateTrainingModpack/source/acmd_wrapper.hpp

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#ifndef ACMD_WRAPPER_H
#define ACMD_WRAPPER_H
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#include <switch.h>
#include "acmd_imports.hpp"
#include "l2c_imports.hpp"
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#include <initializer_list>
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using namespace lib;
u64 load_module(u64 module_accessor, u64 module_offset) {
return LOAD64(module_accessor + module_offset);
}
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void* load_module_impl(u64 module, u64 function_offset) {
u64 function_impl = LOAD64(module) + function_offset;
return (void*) LOAD64(function_impl);
}
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namespace app::sv_math {
int rand(u64, int) asm("_ZN3app7sv_math4randEN3phx6Hash40Ei") LINKABLE;
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}
namespace app::sv_system {
u64 battle_object(u64) asm("_ZN3app9sv_system13battle_objectEP9lua_State") LINKABLE;
u64 battle_object_module_accessor(u64) asm("_ZN3app9sv_system29battle_object_module_accessorEP9lua_State") LINKABLE;
u8 battle_object_category(u64) asm("_ZN3app9sv_system22battle_object_categoryEP9lua_State") LINKABLE;
int battle_object_kind(u64) asm("_ZN3app9sv_system18battle_object_kindEP9lua_State") LINKABLE;
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}
namespace app::lua_bind {
namespace AttackModule {
void clear_all(u64) asm("_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
}
namespace ControlModule {
bool check_button_on(u64, int) asm("_ZN3app8lua_bind35ControlModule__check_button_on_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
}
namespace EffectModule {
// boma, effect, joint, pos, rot, size, random_pos, random_rot, NO_SCALE?, attr?, unkint1, unkint2
uint req_on_joint(u64, u64, u64, const Vector3f*, const Vector3f*, float a6, const Vector3f*, const Vector3f*, bool, uint, int, int)
asm("_ZN3app8lua_bind31EffectModule__req_on_joint_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40ES4_RKNS3_8Vector3fES7_fS7_S7_bjii") LINKABLE;
void kill_kind(u64, u64, bool, bool) asm("_ZN3app8lua_bind28EffectModule__kill_kind_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Ebb") LINKABLE;
}
namespace FighterManager {
u64 get_fighter_information(u64, int) asm("_ZN3app8lua_bind44FighterManager__get_fighter_information_implEPNS_14FighterManagerENS_14FighterEntryIDE") LINKABLE;
}
namespace FighterInformation {
bool is_operation_cpu(u64) asm("_ZN3app8lua_bind41FighterInformation__is_operation_cpu_implEPNS_18FighterInformationE") LINKABLE;
}
namespace MotionModule {
float frame(u64) asm("_ZN3app8lua_bind24MotionModule__frame_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
u64 motion_kind(u64) asm("_ZN3app8lua_bind30MotionModule__motion_kind_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
}
namespace PostureModule {
float lr(u64) asm("_ZN3app8lua_bind22PostureModule__lr_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
float pos_x(u64) asm("_ZN3app8lua_bind25PostureModule__pos_x_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
float pos_y(u64) asm("_ZN3app8lua_bind25PostureModule__pos_y_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
float set_pos(u64, const Vector3f*) asm("_ZN3app8lua_bind27PostureModule__set_pos_implEPNS_26BattleObjectModuleAccessorERKN3phx8Vector3fE") LINKABLE;
}
namespace StatusModule {
u64 change_status_request_from_script(u64, int, bool) asm("_ZN3app8lua_bind52StatusModule__change_status_request_from_script_implEPNS_26BattleObjectModuleAccessorEib") LINKABLE;
int status_kind(u64) asm("_ZN3app8lua_bind30StatusModule__status_kind_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
int situation_kind(u64) asm("_ZN3app8lua_bind33StatusModule__situation_kind_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
}
namespace WorkModule {
float get_float(u64, int) asm("_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
bool get_int(u64, int) asm("_ZN3app8lua_bind24WorkModule__get_int_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE; // this function must return a bool, otherwise Pokemon Trainer fails to load
void inc_int(u64, int) asm("_ZN3app8lua_bind24WorkModule__inc_int_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
float get_param_float(u64, u64, u64) asm("_ZN3app8lua_bind32WorkModule__get_param_float_implEPNS_26BattleObjectModuleAccessorEmm") LINKABLE;
int get_param_int(u64, u64, u64) asm("_ZN3app8lua_bind30WorkModule__get_param_int_implEPNS_26BattleObjectModuleAccessorEmm") LINKABLE;
void on_flag(u64, int) asm("_ZN3app8lua_bind24WorkModule__on_flag_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
void off_flag(u64, int) asm("_ZN3app8lua_bind25WorkModule__off_flag_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
float set_float(u64, float, int) asm("_ZN3app8lua_bind26WorkModule__set_float_implEPNS_26BattleObjectModuleAccessorEfi") LINKABLE;
int set_int(u64, int, int) asm("_ZN3app8lua_bind24WorkModule__set_int_implEPNS_26BattleObjectModuleAccessorEii") LINKABLE;
}
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}
struct ACMD {
L2CAgent* l2c_agent;
u64 module_accessor;
ACMD(L2CAgent* agent) {
l2c_agent = agent;
module_accessor = app::sv_system::battle_object_module_accessor(l2c_agent->lua_state_agent);
}
void frame(float f) {
l2c_agent->clear_lua_stack();
L2CValue frame_val(f);
l2c_agent->push_lua_stack(&frame_val);
app::sv_animcmd::frame(l2c_agent->lua_state_agent, f);
l2c_agent->clear_lua_stack();
}
void wait(float f) {
l2c_agent->clear_lua_stack();
L2CValue frame_val(f);
l2c_agent->push_lua_stack(&frame_val);
app::sv_animcmd::wait(l2c_agent->lua_state_agent, f);
l2c_agent->clear_lua_stack();
}
bool is_excute() {
l2c_agent->clear_lua_stack();
app::sv_animcmd::is_excute(l2c_agent->lua_state_agent);
L2CValue is_excute;
l2c_agent->get_lua_stack(1, &is_excute);
bool excute = (bool)(is_excute);
l2c_agent->clear_lua_stack();
return excute;
}
void wrap(u64 (*acmd_func)(u64), std::initializer_list<L2CValue> list) {
l2c_agent->clear_lua_stack();
for (L2CValue elem : list)
l2c_agent->push_lua_stack(&elem);
acmd_func(l2c_agent->lua_state_agent);
l2c_agent->clear_lua_stack();
}
void ATTACK(
u64 i1, // ID
u64 i2, // Part
u64 h1, // Bone
float f1, // Damage
u64 i3, // Angle
u64 i4, // KBG
u64 i5, // FKB
u64 i6, // BKB
float f2, // Size
float f3, // X
float f4, // Y
float f5, // Z
// X2
// Y2
// Z2
float f6, // Hitlag
float f7, // SDI
u64 i7, // Clang/Rebound
u64 i8, // Facing Restriction
u64 i9, // Fixed Weight
u64 i10, // Shield Damage
float f8, // Trip Chance
u64 i11, // Rehit Rate
u64 i12, // Reflectable
u64 i13, // Absorbable
u64 i14, // Flinchless
u64 i15, // Disable Hitlag
u64 i16, // Direct
u64 i17, // Ground/Air
u64 i18, // Hit Bits
u64 i19, // Collision Bits
u64 i20, // Friendly Fire
u64 h2, // Effect
u64 i21, // SFX Level
u64 i22, // SFX Type
u64 i23) { // Move Type
wrap(app::sv_animcmd::ATTACK, {
L2CValue(i1), L2CValue(i2), L2CValue(h1), L2CValue(f1),
L2CValue(i3), L2CValue(i4), L2CValue(i5), L2CValue(i6),
L2CValue(f2), L2CValue(f3), L2CValue(f4), L2CValue(f5),
L2CValue(), L2CValue(), L2CValue(), L2CValue(f6),
L2CValue(f7), L2CValue(i7), L2CValue(i8), L2CValue(i9),
L2CValue(i10), L2CValue(f8), L2CValue(i11), L2CValue(i12),
L2CValue(i13), L2CValue(i14), L2CValue(i15), L2CValue(i16),
L2CValue(i17), L2CValue(i18), L2CValue(i19), L2CValue(i20),
L2CValue(h2), L2CValue(i21), L2CValue(i22), L2CValue(i23)
});
}
void ATTACK(
u64 i1, // ID
u64 i2, // Part
u64 h1, // Bone
float f1, // Damage
u64 i3, // Angle
u64 i4, // KBG
u64 i5, // FKB
u64 i6, // BKB
float f2, // Size
float f3, // X
float f4, // Y
float f5, // Z
float fX2, // X2
float fY2, // Y2
float fZ2, // Z2
float f6, // Hitlag
float f7, // SDI
u64 i7, // Clang/Rebound
u64 i8, // Facing Restriction
u64 i9, // Fixed Weight
u64 i10, // Shield Damage
float f8, // Trip Chance
u64 i11, // Rehit Rate
u64 i12, // Reflectable
u64 i13, // Absorbable
u64 i14, // Flinchless
u64 i15, // Disable Hitlag
u64 i16, // Direct
u64 i17, // Ground/Air
u64 i18, // Hit Bits
u64 i19, // Collision Bits
u64 i20, // Friendly Fire
u64 h2, // Effect
u64 i21, // SFX Level
u64 i22, // SFX Type
u64 i23) { // Move Type
wrap(app::sv_animcmd::ATTACK, {
L2CValue(i1), L2CValue(i2), L2CValue(h1), L2CValue(f1),
L2CValue(i3), L2CValue(i4), L2CValue(i5), L2CValue(i6),
L2CValue(f2), L2CValue(f3), L2CValue(f4), L2CValue(f5),
L2CValue(fX2), L2CValue(fY2), L2CValue(fZ2), L2CValue(f6),
L2CValue(f7), L2CValue(i7), L2CValue(i8), L2CValue(i9),
L2CValue(i10), L2CValue(f8), L2CValue(i11), L2CValue(i12),
L2CValue(i13), L2CValue(i14), L2CValue(i15), L2CValue(i16),
L2CValue(i17), L2CValue(i18), L2CValue(i19), L2CValue(i20),
L2CValue(h2), L2CValue(i21), L2CValue(i22), L2CValue(i23)
});
}
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};
#endif // ACMD_WRAPPER_H