import os import re import sys from extract_structs import * from extract_object_fields import * from common import * in_files = [ 'include/types.h', 'src/game/area.h', 'src/game/camera.h', 'src/game/characters.h', 'src/engine/surface_collision.h', 'src/pc/network/network_player.h', 'src/pc/djui/djui_hud_utils.h', 'src/game/object_helpers.h', 'src/game/mario_step.h', 'src/pc/lua/utils/smlua_anim_utils.h', 'src/pc/lua/utils/smlua_misc_utils.h', 'src/pc/lua/utils/smlua_collision_utils.h', 'src/pc/lua/utils/smlua_level_utils.h', 'src/game/spawn_sound.h', 'src/pc/network/network.h', 'src/game/hardcoded.h', 'src/pc/mods/mod.h', 'src/pc/lua/utils/smlua_audio_utils.h', 'src/game/paintings.h' ] out_filename_c = 'src/pc/lua/smlua_cobject_autogen.c' out_filename_h = 'src/pc/lua/smlua_cobject_autogen.h' out_filename_docs = 'docs/lua/structs.md' out_filename_defs = 'autogen/lua_definitions/structs.lua' c_template = """/* THIS FILE IS AUTOGENERATED */ /* SHOULD NOT BE MANUALLY CHANGED */ $[INCLUDES] #include "include/object_fields.h" $[BODY] struct LuaObjectField* smlua_get_object_field_autogen(u16 lot, const char* key) { struct LuaObjectTable* ot = &sLuaObjectAutogenTable[lot - LOT_AUTOGEN_MIN - 1]; return smlua_get_object_field_from_ot(ot, key); } """ h_template = """/* THIS FILE IS AUTOGENERATED */ /* SHOULD NOT BE MANUALLY CHANGED */ #ifndef SMLUA_COBJECT_AUTOGEN_H #define SMLUA_COBJECT_AUTOGEN_H $[BODY] struct LuaObjectField* smlua_get_object_field_autogen(u16 lot, const char* key); #endif """ override_field_names = { } override_field_types = { "Surface": { "normal": "Vec3f" }, "Object": { "oAnimations": "ObjectAnimPointer*"}, } override_field_mutable = { "NetworkPlayer": [ "overrideModelIndex", "overridePalette", "overridePaletteIndex", ], } override_field_invisible = { "Mod": [ "files" ], "MarioState": [ "visibleToEnemies" ], } override_field_immutable = { "MarioState": [ "playerIndex" ], "Character": [ "*" ], "NetworkPlayer": [ "*" ], "TextureInfo": [ "*" ], "Object": ["oSyncID", "coopFlags"], "GlobalObjectAnimations": [ "*"], "SpawnParticlesInfo": [ "model" ], "MarioBodyState": [ "updateTorsoTime" ], "Area": [ "localAreaTimer", "nextSyncID" ], "Mod": [ "*" ], "ModFile": [ "*" ], "BassAudio": [ "*" ], "Painting": [ "id", "imageCount", "textureType", "textureWidth", "textureHeight" ], "SpawnInfo": [ "syncID" ] } override_allowed_structs = { "src/pc/network/network.h": [ 'ServerSettings' ], } sLuaManuallyDefinedStructs = [{ 'path': 'n/a', 'structs': [ 'struct Vec3f { float x; float y; float z; }', 'struct Vec3s { s16 x; s16 y; s16 z; }', 'struct Color { u8 r; u8 g; u8 b; }' ] }] total_structs = 0 total_fields = 0 ############################################################################ def strip_internal_blocks(body): # strip internal structs/enums/etc tmp = body body = '' inside = 0 for character in tmp: if character == '{': body += '{ ... }' inside += 1 if inside == 0: body += character if character == '}': inside -= 1 return body def identifier_to_caps(identifier): caps = '' was_cap = True for c in identifier: if c >= 'A' and c <= 'Z': if not was_cap: caps += '_' was_cap = True else: was_cap = False caps += c.upper() return caps def table_to_string(table): count = 0 columns = 0 column_width = [] for c in table[0]: column_width.append(0) columns += 1 for row in table: for i in range(columns): if len(row[i]) > column_width[i]: column_width[i] = len(row[i]) s = '' for row in table: line = '' for i in range(columns): line += row[i].ljust(column_width[i]) if '???' in line: line = '//' + line[2:] + ' <--- UNIMPLEMENTED' else: count += 1 s += line + '\n' return s, count ############################################################################ def parse_struct(struct_str): struct = {} identifier = struct_str.split(' ')[1] struct['identifier'] = identifier body = struct_str.split('{', 1)[1].rsplit('}', 1)[0] body = strip_internal_blocks(body) struct['fields'] = [] field_strs = body.split(';') for field_str in field_strs: if len(field_str.strip()) == 0: continue if '*' in field_str: field_type, field_id = field_str.strip().rsplit('*', 1) field_type = field_type.strip() + '*' else: field_type, field_id = field_str.strip().rsplit(' ', 1) if '[' in field_id: array_str = '[' + field_id.split('[', 1)[1] field_id = field_id.split('[', 1)[0] if array_str != '[1]': field_type += ' ' + array_str field = {} field['type'] = field_type.strip() field['identifier'] = field_id.strip() field['field_str'] = field_str struct['fields'].append(field) if identifier == 'Object': struct['fields'] += extract_object_fields() struct['fields'] = sorted(struct['fields'], key=lambda d: d['identifier']) return struct def parse_structs(extracted): structs = [] for e in extracted: for struct in e['structs']: parsed = parse_struct(struct) if e['path'] in override_allowed_structs: if parsed['identifier'] not in override_allowed_structs[e['path']]: continue structs.append(parsed) return structs ############################################################################ sLuaObjectTable = [] sLotAutoGenList = [] def get_struct_field_info(struct, field): sid = struct['identifier'] fid = field['identifier'] ftype = field['type'] if sid in override_field_names and fid in override_field_names[sid]: fid = override_field_names[sid][fid] if sid in override_field_types and fid in override_field_types[sid]: ftype = override_field_types[sid][fid] lvt = translate_type_to_lvt(ftype) lot = translate_type_to_lot(ftype) fimmutable = str(lvt == 'LVT_COBJECT' or 'const ' in ftype).lower() if lvt.startswith('LVT_') and lvt.endswith('_P') and 'OBJECT' not in lvt and 'COLLISION' not in lvt and 'TRAJECTORY' not in lvt: fimmutable = 'true' if sid in override_field_immutable: if fid in override_field_immutable[sid] or '*' in override_field_immutable[sid]: fimmutable = 'true' if sid in override_field_mutable: if fid in override_field_mutable[sid] or '*' in override_field_mutable[sid]: fimmutable = 'false' return fid, ftype, fimmutable, lvt, lot def build_struct(struct): sid = struct['identifier'] # build up table and track column width field_table = [] for field in struct['fields']: fid, ftype, fimmutable, lvt, lot = get_struct_field_info(struct, field) if sid in override_field_invisible: if fid in override_field_invisible[sid]: continue row = [] row.append(' { ' ) row.append('"%s", ' % fid ) row.append('%s, ' % lvt ) row.append('offsetof(struct %s, %s), ' % (sid, field['identifier']) ) row.append('%s, ' % fimmutable ) row.append("%s" % lot ) row.append(' },' ) field_table.append(row) field_table_str, field_count = table_to_string(field_table) field_count_define = 'LUA_%s_FIELD_COUNT' % identifier_to_caps(sid) struct_lot = 'LOT_%s' % sid.upper() s = "#define %s $[STRUCTFIELDCOUNT]\n" % field_count_define s += "static struct LuaObjectField s%sFields[%s] = {\n" % (sid, field_count_define) s += field_table_str s += '};\n' s = s.replace('$[STRUCTFIELDCOUNT]', str(field_count)) global sLuaObjectTable struct_row = [] struct_row.append(' { ' ) struct_row.append('%s, ' % struct_lot ) struct_row.append('s%sFields, ' % sid ) struct_row.append('%s ' % field_count_define ) struct_row.append('},' ) sLuaObjectTable.append(struct_row) global sLotAutoGenList sLotAutoGenList.append(struct_lot) return s def build_structs(structs): global sLuaObjectTable sLuaObjectTable = [] global sLotAutoGenList sLotAutoGenList = [] s = '' for struct in structs: if struct['identifier'] in exclude_structs: continue s += build_struct(struct) + '\n' return s def build_body(parsed): built = build_structs(parsed) obj_table_row_built, obj_table_count = table_to_string(sLuaObjectTable) obj_table_built = 'struct LuaObjectTable sLuaObjectAutogenTable[LOT_AUTOGEN_MAX - LOT_AUTOGEN_MIN] = {\n' obj_table_built += obj_table_row_built obj_table_built += '};\n' return built + obj_table_built def build_lot_enum(): s = 'enum LuaObjectAutogenType {\n' s += ' LOT_AUTOGEN_MIN = 1000,\n' global sLotAutoGenList for lot in sLotAutoGenList: s += ' ' + lot + ',\n' s += ' LOT_AUTOGEN_MAX,\n' s += '};\n' return s def build_includes(): s = '#include "smlua.h"\n' for in_file in in_files: s += '#include "%s"\n' % in_file return s ############################################################################ def doc_struct_index(structs): s = '# Supported Structs\n' for struct in structs: sid = struct['identifier'] s += '- [%s](#%s)\n' % (sid, sid) global total_structs total_structs += 1 s += '\n
\n\n' return s def doc_struct_field(struct, field): fid, ftype, fimmutable, lvt, lot = get_struct_field_info(struct, field) sid = struct['identifier'] if sid in override_field_invisible: if fid in override_field_invisible[sid]: return '' if '???' in lvt or '???' in lot: return '' ftype, flink = translate_type_to_lua(ftype) restrictions = ('', 'read-only')[fimmutable == 'true'] global total_fields total_fields += 1 if flink: return '| %s | [%s](%s) | %s |\n' % (fid, ftype, flink, restrictions) return '| %s | %s | %s |\n' % (fid, ftype, restrictions) def doc_struct_object_fields(struct): fields = extract_object_fields() s = '\n### Object-Independent Data Fields\n' s += "| Field | Type | Access |\n" s += "| ----- | ---- | ------ |\n" for field in fields: if field['identifier'] == 'oPathedStartWaypoint': s += '\n### Object-Dependent Data Fields\n' s += "| Field | Type | Access |\n" s += "| ----- | ---- | ------ |\n" s += doc_struct_field(struct, field) return s def doc_struct(struct): sid = struct['identifier'] s = '## [%s](#%s)\n\n' % (sid, sid) s += "| Field | Type | Access |\n" s += "| ----- | ---- | ------ |\n" # build doc table field_table = [] for field in struct['fields']: if 'object_field' in field and field['object_field'] == True: continue s += doc_struct_field(struct, field) if sid == 'Object': s += doc_struct_object_fields(struct) s += '\n[:arrow_up_small:](#)\n\n
\n' return s def doc_structs(structs): structs.extend(parse_structs(sLuaManuallyDefinedStructs)) structs = sorted(structs, key=lambda d: d['identifier']) s = '## [:rewind: Lua Reference](lua.md)\n\n' s += doc_struct_index(structs) for struct in structs: if struct['identifier'] in exclude_structs: continue s += doc_struct(struct) + '\n' with open(get_path(out_filename_docs), 'w', newline='\n') as out: out.write(s) ############################################################################ def_pointers = [] def def_struct(struct): sid = struct['identifier'] stype = translate_to_def(sid) if stype.startswith('Pointer_') and stype not in def_pointers: def_pointers.append(stype) s = '\n--- @class %s\n' % stype for field in struct['fields']: fid, ftype, fimmutable, lvt, lot = get_struct_field_info(struct, field) if sid in override_field_invisible: if fid in override_field_invisible[sid]: continue if '???' in lvt or '???' in lot: continue ftype, flink = translate_type_to_lua(ftype) ftype = translate_to_def(ftype) if ftype.startswith('Pointer_') and ftype not in def_pointers: def_pointers.append(ftype) s += '--- @field public %s %s\n' % (fid, ftype) return s def def_structs(structs): s = '-- AUTOGENERATED FOR CODE EDITORS --\n' for struct in structs: if struct['identifier'] in exclude_structs: continue s += def_struct(struct) s += '\n' for def_pointer in def_pointers: s += '--- @class %s\n' % def_pointer with open(get_path(out_filename_defs), 'w', newline='\n') as out: out.write(s) ############################################################################ def build_files(): extracted = [] for in_file in in_files: path = get_path(in_file) extracted.append({ 'path': in_file, 'structs': extract_structs(path) }) parsed = parse_structs(extracted) parsed = sorted(parsed, key=lambda d: d['identifier']) built_body = build_body(parsed) built_enum = build_lot_enum() built_include = build_includes() out_c_filename = get_path(out_filename_c) with open(out_c_filename, 'w', newline='\n') as out: out.write(c_template.replace("$[BODY]", built_body).replace('$[INCLUDES]', built_include)) out_h_filename = get_path(out_filename_h) with open(out_h_filename, 'w', newline='\n') as out: out.write(h_template.replace("$[BODY]", built_enum)) doc_structs(parsed) def_structs(parsed) global total_structs global total_fields print("Total structs: " + str(total_structs)) print("Total fields: " + str(total_fields)) ############################################################################ if __name__ == '__main__': build_files()