Expose some behavior_script.h functions to Lua

This commit is contained in:
Agent X 2024-06-23 19:30:35 -04:00
parent 227a4bbcf3
commit ac805bf94d
7 changed files with 305 additions and 7 deletions

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@ -65,7 +65,8 @@ in_files = [
"src/game/area.h",
"src/engine/level_script.h",
"src/game/ingame_menu.h",
"src/game/first_person_cam.h"
"src/game/first_person_cam.h",
"src/engine/behavior_script.h"
]
override_allowed_functions = {
@ -118,7 +119,8 @@ override_disallowed_functions = {
"src/pc/lua/utils/smlua_anim_utils.h": [ "smlua_anim_util_reset", "smlua_anim_util_register_animation" ],
"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ],
"src/game/first_person_cam.h": [ "first_person_update" ],
"src/pc/lua/utils/smlua_collision_utils.h": [ "collision_find_surface_on_ray" ]
"src/pc/lua/utils/smlua_collision_utils.h": [ "collision_find_surface_on_ray" ],
"src/engine/behavior_script.h": [ "stub_behavior_script_2", "cur_obj_update" ]
}
override_hide_functions = {

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@ -2343,6 +2343,41 @@ function vec3f_copy_2(dest, src)
-- ...
end
--- @return number
function draw_distance_scalar()
-- ...
end
--- @param obj Object
function obj_update_gfx_pos_and_angle(obj)
-- ...
end
--- @return number
function position_based_random_float_position()
-- ...
end
--- @return integer
function position_based_random_u16()
-- ...
end
--- @return number
function random_float()
-- ...
end
--- @return integer
function random_sign()
-- ...
end
--- @return integer
function random_u16()
-- ...
end
--- @param id BehaviorId
--- @return Pointer_BehaviorScript
function get_behavior_from_id(id)

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@ -10331,6 +10331,140 @@
<br />
---
# functions from behavior_script.h
<br />
## [draw_distance_scalar](#draw_distance_scalar)
### Lua Example
`local numberValue = draw_distance_scalar()`
### Parameters
- None
### Returns
- `number`
### C Prototype
`f32 draw_distance_scalar(void);`
[:arrow_up_small:](#)
<br />
## [obj_update_gfx_pos_and_angle](#obj_update_gfx_pos_and_angle)
### Lua Example
`obj_update_gfx_pos_and_angle(obj)`
### Parameters
| Field | Type |
| ----- | ---- |
| obj | [Object](structs.md#Object) |
### Returns
- None
### C Prototype
`void obj_update_gfx_pos_and_angle(struct Object *obj);`
[:arrow_up_small:](#)
<br />
## [position_based_random_float_position](#position_based_random_float_position)
### Lua Example
`local numberValue = position_based_random_float_position()`
### Parameters
- None
### Returns
- `number`
### C Prototype
`f32 position_based_random_float_position(void);`
[:arrow_up_small:](#)
<br />
## [position_based_random_u16](#position_based_random_u16)
### Lua Example
`local integerValue = position_based_random_u16()`
### Parameters
- None
### Returns
- `integer`
### C Prototype
`u16 position_based_random_u16(void);`
[:arrow_up_small:](#)
<br />
## [random_float](#random_float)
### Lua Example
`local numberValue = random_float()`
### Parameters
- None
### Returns
- `number`
### C Prototype
`float random_float(void);`
[:arrow_up_small:](#)
<br />
## [random_sign](#random_sign)
### Lua Example
`local integerValue = random_sign()`
### Parameters
- None
### Returns
- `integer`
### C Prototype
`s32 random_sign(void);`
[:arrow_up_small:](#)
<br />
## [random_u16](#random_u16)
### Lua Example
`local integerValue = random_u16()`
### Parameters
- None
### Returns
- `integer`
### C Prototype
`u16 random_u16(void);`
[:arrow_up_small:](#)
<br />
---
# functions from behavior_table.h

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@ -609,6 +609,17 @@
<br />
- behavior_script.h
- [draw_distance_scalar](functions-2.md#draw_distance_scalar)
- [obj_update_gfx_pos_and_angle](functions-2.md#obj_update_gfx_pos_and_angle)
- [position_based_random_float_position](functions-2.md#position_based_random_float_position)
- [position_based_random_u16](functions-2.md#position_based_random_u16)
- [random_float](functions-2.md#random_float)
- [random_sign](functions-2.md#random_sign)
- [random_u16](functions-2.md#random_u16)
<br />
- behavior_table.h
- [get_behavior_from_id](functions-2.md#get_behavior_from_id)
- [get_behavior_name_from_id](functions-2.md#get_behavior_name_from_id)

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@ -1464,10 +1464,6 @@ f32 position_based_random_float_position(void) {
return rnd / (double)0x10000;
}
u8 cur_obj_is_last_nat_update_per_frame(void) {
return (gCurrentObject->areaTimer == (gNetworkAreaTimer - 1));
}
f32 draw_distance_scalar(void) {
if (!gBehaviorValues.InfiniteRenderDistance) { return 1.0f; }

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@ -31,7 +31,6 @@ void obj_update_gfx_pos_and_angle(struct Object *obj);
u16 position_based_random_u16(void);
f32 position_based_random_float_position(void);
u8 cur_obj_is_last_nat_update_per_frame(void);
f32 draw_distance_scalar(void);
#endif // BEHAVIOR_SCRIPT_H

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@ -45,6 +45,7 @@
#include "src/engine/level_script.h"
#include "src/game/ingame_menu.h"
#include "src/game/first_person_cam.h"
#include "src/engine/behavior_script.h"
////////////
@ -9620,6 +9621,117 @@ int smlua_func_vec3f_copy_2(lua_State* L) {
return 1;
}
///////////////////////
// behavior_script.h //
///////////////////////
int smlua_func_draw_distance_scalar(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "draw_distance_scalar", 0, top);
return 0;
}
lua_pushnumber(L, draw_distance_scalar());
return 1;
}
int smlua_func_obj_update_gfx_pos_and_angle(lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 1) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "obj_update_gfx_pos_and_angle", 1, top);
return 0;
}
struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "obj_update_gfx_pos_and_angle"); return 0; }
obj_update_gfx_pos_and_angle(obj);
return 1;
}
int smlua_func_position_based_random_float_position(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "position_based_random_float_position", 0, top);
return 0;
}
lua_pushnumber(L, position_based_random_float_position());
return 1;
}
int smlua_func_position_based_random_u16(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "position_based_random_u16", 0, top);
return 0;
}
lua_pushinteger(L, position_based_random_u16());
return 1;
}
int smlua_func_random_float(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "random_float", 0, top);
return 0;
}
lua_pushnumber(L, random_float());
return 1;
}
int smlua_func_random_sign(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "random_sign", 0, top);
return 0;
}
lua_pushinteger(L, random_sign());
return 1;
}
int smlua_func_random_u16(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "random_u16", 0, top);
return 0;
}
lua_pushinteger(L, random_u16());
return 1;
}
//////////////////////
// behavior_table.h //
//////////////////////
@ -33269,6 +33381,15 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "uv_update_scroll", smlua_func_uv_update_scroll);
smlua_bind_function(L, "vec3f_copy_2", smlua_func_vec3f_copy_2);
// behavior_script.h
smlua_bind_function(L, "draw_distance_scalar", smlua_func_draw_distance_scalar);
smlua_bind_function(L, "obj_update_gfx_pos_and_angle", smlua_func_obj_update_gfx_pos_and_angle);
smlua_bind_function(L, "position_based_random_float_position", smlua_func_position_based_random_float_position);
smlua_bind_function(L, "position_based_random_u16", smlua_func_position_based_random_u16);
smlua_bind_function(L, "random_float", smlua_func_random_float);
smlua_bind_function(L, "random_sign", smlua_func_random_sign);
smlua_bind_function(L, "random_u16", smlua_func_random_u16);
// behavior_table.h
smlua_bind_function(L, "get_behavior_from_id", smlua_func_get_behavior_from_id);
smlua_bind_function(L, "get_behavior_name_from_id", smlua_func_get_behavior_name_from_id);