Playertest: scene/script system refactor and Wii ABI fix

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-26 23:30:08 -05:00
parent 7c3386cf3e
commit 998601f722
104 changed files with 2855 additions and 3923 deletions
+224 -63
View File
@@ -1,80 +1,241 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
#include "item/inventory.h"
#include "item/backpack.h"
#include "assert/assert.h"
/**
* Register item functions to the given script context.
*
* @param context The script context to register item functions to.
*/
void moduleItem(scriptcontext_t *context);
static int moduleInventoryItemExists(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
/**
* Script binding for checking if an item exists in an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryItemExists(lua_State *L);
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryItemExists: Expected inventory pointer as first argument");
return 0;
}
/**
* Script binding for adding an item to an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventorySet(lua_State *L);
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventoryItemExists: Expected item ID as second argument");
return 0;
}
/**
* Script binding for setting the quantity of an item in an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryAdd(lua_State *L);
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
/**
* Script binding for removing an item from an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryRemove(lua_State *L);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
/**
* Script binding for getting the count of an item in an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryGetCount(lua_State *L);
if(item == ITEM_ID_NULL) {
luaL_error(L, "inventoryItemExists: Item ID cannot be ITEM_ID_NULL");
return 0;
}
/**
* Script binding for checking if an inventory is full.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryIsFull(lua_State *L);
bool_t hasItem = inventoryItemExists(inventory, item);
lua_pushboolean(L, hasItem);
return 1;
}
/**
* Script binding for checking if an item stack in an inventory is full.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventoryItemFull(lua_State *L);
static int moduleInventorySet(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
/**
* Script binding for sorting an inventory.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleInventorySort(lua_State *L);
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventorySet: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventorySet: Expected item ID as second argument");
return 0;
}
if(!lua_isnumber(L, 3)) {
luaL_error(L, "inventorySet: Expected quantity as third argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
uint8_t quantity = (uint8_t)lua_tonumber(L, 3);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
inventorySet(inventory, item, quantity);
return 0;
}
static int moduleInventoryAdd(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryAdd: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventoryAdd: Expected item ID as second argument");
return 0;
}
if(!lua_isnumber(L, 3)) {
luaL_error(L, "inventoryAdd: Expected quantity as third argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
uint8_t quantity = (uint8_t)lua_tonumber(L, 3);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
inventoryAdd(inventory, item, quantity);
return 0;
}
static int moduleInventoryRemove(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryRemove: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventoryRemove: Expected item ID as second argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
if(lua_gettop(L) >= 3) {
if(!lua_isnumber(L, 3)) {
luaL_error(L, "inventoryRemove: Expected quantity as third argument");
return 0;
}
uint8_t amount = (uint8_t)lua_tonumber(L, 3);
uint8_t currentQuantity = inventoryGetCount(inventory, item);
if(amount >= currentQuantity) {
inventoryRemove(inventory, item);
return 0;
}
inventorySet(inventory, item, currentQuantity - amount);
return 0;
}
inventoryRemove(inventory, item);
return 0;
}
static int moduleInventoryGetCount(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryGetCount: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventoryGetCount: Expected item ID as second argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
uint8_t count = inventoryGetCount(inventory, item);
lua_pushnumber(L, count);
return 1;
}
static int moduleInventoryIsFull(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryIsFull: Expected inventory pointer as first argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
bool_t isFull = inventoryIsFull(inventory);
lua_pushboolean(L, isFull);
return 1;
}
static int moduleInventoryItemFull(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventoryItemFull: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventoryItemFull: Expected item ID as second argument");
return 0;
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
itemid_t item = (itemid_t)lua_tonumber(L, 2);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
bool_t isFull = inventoryItemFull(inventory, item);
lua_pushboolean(L, isFull);
return 1;
}
static int moduleInventorySort(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_islightuserdata(L, 1)) {
luaL_error(L, "inventorySort: Expected inventory pointer as first argument");
return 0;
}
if(!lua_isnumber(L, 2)) {
luaL_error(L, "inventorySort: Expected sort type as second argument");
return 0;
}
bool_t reverse = false;
if(lua_gettop(L) >= 3) {
if(!lua_isboolean(L, 3)) {
luaL_error(L, "inventorySort: Expected reverse flag as third argument");
return 0;
}
reverse = (bool_t)lua_toboolean(L, 3);
}
inventory_t *inventory = (inventory_t *)lua_touserdata(L, 1);
inventorysort_t sortBy = (inventorysort_t)lua_tonumber(L, 2);
assertNotNull(inventory, "Inventory pointer cannot be NULL.");
inventorySort(inventory, sortBy, reverse);
return 0;
}
static void moduleItem(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
luaL_dostring(L, ITEM_SCRIPT);
lua_pushlightuserdata(L, &BACKPACK);
lua_setglobal(L, "BACKPACK");
lua_register(L, "inventoryItemExists", moduleInventoryItemExists);
lua_register(L, "inventoryAdd", moduleInventoryAdd);
lua_register(L, "inventorySet", moduleInventorySet);
lua_register(L, "inventoryRemove", moduleInventoryRemove);
lua_register(L, "inventoryGetCount", moduleInventoryGetCount);
lua_register(L, "inventoryIsFull", moduleInventoryIsFull);
lua_register(L, "inventoryItemFull", moduleInventoryItemFull);
lua_register(L, "inventorySort", moduleInventorySort);
}