sm64coopdx/autogen/convert_structs.py
TheGag96 dc3ca7c76d
Arbitrary shirt, pants, glove colors + settings menu (#145)
* Support for more granular player colors

You can now configure RGB values for shirt, pants, gloves, and shoes.
Due to some limitations, configuring shoes does nothing at the moment.

* Remove paletteIndex and friends

Restructured and filled in some remaining code to account for that.

* Add Edit Palette panel to Player panel

* Change PlayerPalette contents to an enum-indexed array, remove shoes

This gets rid of all the hokey code doing switch cases on the
different parts.

* Fix goof with player model selection box

Should actually have affect now even if a custom palette is being used.

* Fix gap in player color display list commands

The extra space was leftover from when I was trying to get shoes
working. Forgot to clean it up.

* Standardize PlayerParts enum, including for lua constants autogen

* djui_panel_player.c: Properly hook sending palette changes on unpause

Editing the palette and then unpausing should send out the packet to
everyone with the new palette changes (and update the palette preset
selection box), but since we weren't hooking that situation before, it
would stay changed only for you. You would have had to press the Back
button for it to work right.

* Allow Lua mods to continue using `paletteIndex`, `overridePaletteIndex`

This lets mod code like this still work unchanged:

if s.team == 2 then
    np.overridePaletteIndex = 7
elseif s.team == 1 then
    np.overridePaletteIndex = 15
else
    np.overridePaletteIndex = np.paletteIndex
end

It's essentially faked, and would work strangely if the value of either
variable was inspected more closely directly. This should at least
handle the typical use case, though.

Every frame, `overridePaletteIndex` is checked to see if it was modified
from its previous value. If so, `overridePalette` is set to the preset
corresponding to the index. `paletteIndex` contains a special value that
when used to assign to `overridePaletteIndex`, it copies `palette` into
`overridePalette` to restore the real colors, which of course may not
follow the presets at all.

* characters.h: Pack `PlayerPalette` to eliminate size differences between computers

* mario_misc.c: Remove remaining "TODO GAG"
2022-08-07 15:13:19 -07:00

515 lines
14 KiB
Python

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',
]
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" ]
}
override_field_immutable = {
"MarioState": [ "playerIndex" ],
"Character": [ "*" ],
"NetworkPlayer": [ "*" ],
"TextureInfo": [ "*" ],
"Object": ["oSyncID", "coopFlags"],
"GlobalObjectAnimations": [ "*"],
"SpawnParticlesInfo": [ "model" ],
"MarioBodyState": [ "updateTorsoTime" ],
"Area": [ "localAreaTimer" ],
"Mod": [ "*" ],
"ModFile": [ "*" ],
"BassAudio": [ "*" ],
}
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; }'
]
}]
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<br />\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<br />\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') 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') 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') 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') 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()