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mm/Lua/monitor actors.lua
Connor Olding 1acbaba58c be super strict about globals
theres still a lot of work to do\nsince most scripts just set globals explicitly\nthis is still better than implied globals though
2016-01-13 09:21:24 -08:00

131 lines
3.3 KiB
Lua
Executable file

require "lib.setup"
require "boilerplate"
require "addrs"
require "messages"
require "classes"
require "actors"
local suffix = oot and " oot" or ""
local damage_names = require("data.damage names"..suffix)
-- creating an object every time is a bit slow, so
-- using a template to offset from will do for now.
local actor_t = Actor(0)
-- for figuring out actor variables
local debug_mode = false
local debug_watch = mm and {
{'room_number', '%02X'},
--{'x_rot_init', '%04X'},
--{'y_rot_init', '%04X'},
--{'z_rot_init', '%04X'},
--{'unk_1A', '%02X'},
{'unk_1E', '%02X'},
{'unk_20', '%08X'},
{'unk_22', '%04X'},
--{'unnamed_x_rot', '%04X'},
--{'unnamed_y_rot', '%04X'},
--{'unnamed_z_rot', '%04X'},
{'unk_36', '%04X'},
{'unk_38', '%02X'},
{'x', '%9.3f'},
{'y', '%9.3f'},
{'z', '%9.3f'},
{'lin_vel_old', '%9.3f'},
{'unk_54', '%9.3f'},
{'unk_74', '%9.3f'},
{'unk_78', '%9.3f'},
} or {}
local function longbinary(x)
return ('%032s'):format(bizstring.binary(x))
end
local function focus(actor, dump)
local color = actor.name:sub(1,1) == "?" and "red" or "orange"
local flags = longbinary(actor.flags)
local y = debug_mode and #debug_watch + 9 or 9
local write = function(color, fmt, ...)
T_BL(0, y, color, fmt, ...)
y = y - 1
return y + 1
end
write(nil, 'Hi: %s', flags:sub(1,16))
write(nil, 'Lo: %s', flags:sub(17,32))
write(color, actor.name)
write(nil, 'HP: %02X', actor.hp)
write('cyan', 'No.: %03X', actor.num)
write(nil, 'Var: %04X', actor.var)
write(nil, '80%06X', actor.addr)
write(nil, 'type: %3i', actor.at)
write(nil, 'index: %3i', actor.ai)
write(nil, 'count: %3i', actor.type_count)
if debug_mode then
local a = Actor(actor.addr)
for i, t in ipairs(debug_watch) do
write(nil, '%12s: '..t[2], t[1], a[t[1]]())
end
if dump then
a.unk_38(math.random(0, 0xFF))
--print(R1(actor.addr + 0x1E))
--W1(actor.addr + actor_t.unk_1E.addr, 0xFF)
end
--a.x_old(a.x())
--a.y_old(a.y())
--a.z_old(a.z())
return -- skip damage table crap
end
local dmg = deref(R4(actor.addr + actor_t.damage_table.addr))
if dmg then
for i = 0, 31 do
local name = damage_names[i]
local str = ('%9s: %02X'):format(name, R1(dmg + i))
if i >= 16 then
T_TR(0, i - 16, nil, str)
else
T_TL(0, i, nil, str)
end
end
end
if dump then
console.clear()
local s = ("%04X\t%02X\t%02X"):format(actor.num, actor.at, actor.hp)
if dmg then
for i = 0, 31 do
s = s..("\t%02X"):format(R1(dmg + i))
end
end
print(s)
end
end
local input_handler = InputHandler{
enter = "P1 L",
up = "P1 DPad U",
down = "P1 DPad D",
left = "P1 DPad L",
right = "P1 DPad R",
}
globalize{
focus = focus,
}
local al = ActorLister(input_handler, debug_mode)
event.onexit(function() al = nil end, 'actor cleanup')
event.onloadstate(function() if al then al:wipe() end end, 'actor wipe')
while oot or mm do
local now = emu.framecount()
al:runwrap(now)
print_deferred()
emu.frameadvance()
end