/* * Copyright (C) 2022 The V-Gears Team * * This file is part of V-Gears * * V-Gears is free software: you can redistribute it and/or modify it under * terms of the GNU General Public License as published by the Free Software * Foundation, version 3.0 (GPLv3) of the License. * * V-Gears is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. */ #pragma once #include #include #include #include "unknown_opcode_exception.h" namespace SUDM{ class IScriptFormatter{ public: virtual ~IScriptFormatter() = default; /** * Adds an spawn point. * * If the spawn is new, a new record will be added to the spawn * point database. If it was already there, update the record to * add the origin. * * @param map_id[in] The target map ID. * @param entity[in] The entity that acts as the spawn point. * @param function_name[in] The spawn function name. * @param address[in] @todo Understand and document. * @param x[in] X coordinate of the field at which to spawn. * @param y[in] Y coordinate of the field at which to spawn. * @param z[in] Z coordinate of the field at which to spawn. * @param angle[in] Orientation at which to spawn. */ virtual void AddSpawnPoint( unsigned int map_id, const std::string& entity, const std::string& function_name, unsigned int address, int x, int y, int triangle_id, int angle ){} /** * Retrieves the name of a spawn point. * * @param map_id[in] The target map ID. * @param entity[in] The entity that acts as the spawn point. * @param function_name[in] The spawn function name. * @param address[in] @todo Understand and document. * @return The name of the spawn point. */ virtual std::string SpawnPointName( unsigned int map_id, const std::string& entity, const std::string& function_name, unsigned int address ){ return MapName(map_id) + "_" + entity + "_" + function_name + "_" + std::to_string(address); } /** * Retrieves the name of a map. * * The name of a map is usually it's ID. * * @param map_id[in] The map ID. * @return The map name. */ virtual std::string MapName(unsigned int map_id) { return std::to_string(map_id);} /** * Retrieves a friendly name for a variable. * * @param bank[in] Variable memory bank. * @param address[in] Variable memory address. * @return Friendly name assigned to the variable, or an empty * string if there is none. */ virtual std::string VarName(unsigned int bank, unsigned int addr){return "";} /** * Retrieves a friendly name for an entity. * * @param entity_name[in] Name of the entity. * @return Friendly name assigned to the entity, or * if there is none. */ virtual std::string EntityName(const std::string& entity_name){return entity_name;} /** * Retrieves a friendly name for an animation. * * @param animation_id[in] ID of the animation. * @return Friendly name assigned to the animation. If there is * no one, the ID in string format. */ virtual std::string AnimationName(int animation_id, int id){ return std::to_string(animation_id); } /** * Retrieves a friendly name for a character. * * @param char_id[in] ID of the character. * @return Friendly name assigned to the character. If there is * no one, the ID in string format. */ virtual std::string CharName(int char_id){return std::to_string(char_id);} /** * Retrieves a friendly name for a function. * * @param entity_name[in] Name of the entity. * @param function_name[in] Name of the function. * @return Friendly name assigned to the entity, or * if there is none. */ virtual std::string FunctionName( const std::string& entity_name, const std::string& function_name ){return function_name;} /** * Retrieves the header comment for a function in an entity. * * @param entity_name[in] Name of the entity. * @param function_name[in] Name of the function. * @return The function comment. An empty string if the entity or * the function don't exist. */ virtual std::string FunctionComment( const std::string& entity_name, const std::string& function_name ){return "";} }; namespace FF7{ namespace Field{ /** * A line. */ struct Line{ /** * Name of the line entity. */ std::string name; /** * First point of the line. */ std::vector point_a; /** * Second point of the line. */ std::vector point_b; }; /** * An entity. */ struct FieldEntity{ /** * Character identifier of the entity. */ uint char_id; /** * Index of the entity in the field. */ uint index; /** * Name of the entity. */ std::string name; }; /** * The field decompiled script. */ struct DecompiledScript{ /** * The LUA script for the field. */ std::string luaScript; /** * The field entities. * * Lines are not included. */ std::vector entities; /** * Lines in the field. */ std::vector lines; }; /** * Retrieves the scale factor of a field. * * @param script_bytes[in] Vector of raw byte data that makes up * the script. * @return The scale fctor. */ float ScaleFactor(const std::vector& script_bytes); /** * Decompiles a field script. * * @param script_name[in] Name of the script to be converted, * should match file name. * @param script_bytes[in] Vector of raw byte data that makes up * the script. * @param formatter[in] Formatter used to rename variables, drop * functions... * @param text_after[in] Raw text that is added at to the end of * the decompiled output. * @param text_before[in] Raw text that is added at to the start of * the decompiled output. * @return A string with the decompiled script. * @throws InternalDecompilerError on failure. */ DecompiledScript Decompile( std::string script_name, const std::vector& script_bytes, IScriptFormatter& formatter, std::string text_after = "", std::string text_before = "" ); } } }