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UltimateTrainingModpack/source/acmd_wrapper.hpp
2019-06-08 20:11:06 -07:00

217 lines
6.3 KiB
C++

#ifndef ACMD_WRAPPER_H
#define ACMD_WRAPPER_H
#include <switch.h>
#include "imports/app/sv_animcmd.hpp"
#include "imports/app/sv_system.hpp"
#include "imports/app/sv_math.hpp"
#include "imports/app/lua_bind.hpp"
#include "imports/lib/l2c.hpp"
#include <initializer_list>
using namespace lib;
u64 load_module(u64 module_accessor, u64 module_offset) {
return LOAD64(module_accessor + module_offset);
}
void* load_module_impl(u64 module, u64 function_offset) {
u64 function_impl = LOAD64(module) + function_offset;
return (void*) LOAD64(function_impl);
}
bool is_before_frame(u64 lua_state, float f) {
u64 acmd_frame_obj = LOAD64(LOAD64(lua_state - 8) + 432LL);
return *(float*)((*((u32 *)acmd_frame_obj + 64) + 15) & 0xFFFFFFF0) < f;
}
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();
}
// attempted reimplementation of sv_animcmd::frame
bool _frame(float f) {
u64 acmd_obj = LOAD64(LOAD64(l2c_agent->lua_state_agent - 8) + 432);
if ( !is_before_frame(l2c_agent->lua_state_agent, f) )
return true;
*(u8*)(acmd_obj + 47) = 3;
LOAD64(acmd_obj + 48) = (u64)&is_before_frame;
*(float*)(acmd_obj + 56) = f;
u64 acmd_obj_other = LOAD64(acmd_obj);
if (*(u8*)(acmd_obj_other + 664)) {
void (*some_func)(u64) = (void (*)(u64)) LOAD64(LOAD64(LOAD64(acmd_obj_other + 656)) + 16);
some_func(LOAD64(acmd_obj_other + 656));
return true;
}
bool doThing = false;
if ( !*(u16*)(l2c_agent->lua_state_agent + 196)) {
u64 v4 = LOAD64(l2c_agent->lua_state_agent + 32);
*(u8*)(l2c_agent->lua_state_agent + 12) = 1;
LOAD64(v4 + 56) = LOAD64(v4) - LOAD64(l2c_agent->lua_state_agent + 56);
if ( *(u8*)(v4 + 66) & 2)
return true;
doThing = true;
}
if ( doThing || LOAD64(LOAD64(l2c_agent->lua_state_agent + 24) + 200) == l2c_agent->lua_state_agent) {
// throw
u64 v4 = LOAD64(l2c_agent->lua_state_agent + 32);
LOAD64(v4 + 32) = 0;
LOAD64(v4) = LOAD64(l2c_agent->lua_state_agent + 16) - 16;
}
return false;
// throw
}
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, // Rehite 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("void"), L2CValue("void"), L2CValue("void"), 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, // Rehite 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)
});
}
};
#endif // ACMD_WRAPPER_H