TLoZ: Implementing The Legend of Zelda (#1354)

Co-authored-by: t3hf1gm3nt <59876300+t3hf1gm3nt@users.noreply.github.com>
Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
This commit is contained in:
Rosalie-A
2023-03-05 07:31:31 -05:00
committed by GitHub
parent 3a68ce3faa
commit efb2ab4505
21 changed files with 2994 additions and 1 deletions

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--Shamelessly based off the FF1 lua
local socket = require("socket")
local json = require('json')
local math = require('math')
local STATE_OK = "Ok"
local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
local STATE_UNINITIALIZED = "Uninitialized"
local itemMessages = {}
local consumableStacks = nil
local prevstate = ""
local curstate = STATE_UNINITIALIZED
local zeldaSocket = nil
local frame = 0
local gameMode = 0
local cave_index
local triforce_byte
local game_state
local u8 = nil
local wU8 = nil
local isNesHawk = false
local shopsChecked = {}
local shopSlotLeft = 0x0628
local shopSlotMiddle = 0x0629
local shopSlotRight = 0x062A
--N.B.: you won't find these in a RAM map. They're flag values that the base patch derives from the cave ID.
local blueRingShopBit = 0x40
local potionShopBit = 0x02
local arrowShopBit = 0x08
local candleShopBit = 0x10
local shieldShopBit = 0x20
local takeAnyCaveBit = 0x01
local sword = 0x0657
local bombs = 0x0658
local maxBombs = 0x067C
local keys = 0x066E
local arrow = 0x0659
local bow = 0x065A
local candle = 0x065B
local recorder = 0x065C
local food = 0x065D
local waterOfLife = 0x065E
local magicalRod = 0x065F
local raft = 0x0660
local bookOfMagic = 0x0661
local ring = 0x0662
local stepladder = 0x0663
local magicalKey = 0x0664
local powerBracelet = 0x0665
local letter = 0x0666
local clockItem = 0x066C
local heartContainers = 0x066F
local partialHearts = 0x0670
local triforceFragments = 0x0671
local boomerang = 0x0674
local magicalBoomerang = 0x0675
local magicalShield = 0x0676
local rupeesToAdd = 0x067D
local rupeesToSubtract = 0x067E
local itemsObtained = 0x0677
local takeAnyCavesChecked = 0x0678
local localTriforce = 0x0679
local bonusItemsObtained = 0x067A
itemAPids = {
["Boomerang"] = 7100,
["Bow"] = 7101,
["Magical Boomerang"] = 7102,
["Raft"] = 7103,
["Stepladder"] = 7104,
["Recorder"] = 7105,
["Magical Rod"] = 7106,
["Red Candle"] = 7107,
["Book of Magic"] = 7108,
["Magical Key"] = 7109,
["Red Ring"] = 7110,
["Silver Arrow"] = 7111,
["Sword"] = 7112,
["White Sword"] = 7113,
["Magical Sword"] = 7114,
["Heart Container"] = 7115,
["Letter"] = 7116,
["Magical Shield"] = 7117,
["Candle"] = 7118,
["Arrow"] = 7119,
["Food"] = 7120,
["Water of Life (Blue)"] = 7121,
["Water of Life (Red)"] = 7122,
["Blue Ring"] = 7123,
["Triforce Fragment"] = 7124,
["Power Bracelet"] = 7125,
["Small Key"] = 7126,
["Bomb"] = 7127,
["Recovery Heart"] = 7128,
["Five Rupees"] = 7129,
["Rupee"] = 7130,
["Clock"] = 7131,
["Fairy"] = 7132
}
itemCodes = {
["Boomerang"] = 0x1D,
["Bow"] = 0x0A,
["Magical Boomerang"] = 0x1E,
["Raft"] = 0x0C,
["Stepladder"] = 0x0D,
["Recorder"] = 0x05,
["Magical Rod"] = 0x10,
["Red Candle"] = 0x07,
["Book of Magic"] = 0x11,
["Magical Key"] = 0x0B,
["Red Ring"] = 0x13,
["Silver Arrow"] = 0x09,
["Sword"] = 0x01,
["White Sword"] = 0x02,
["Magical Sword"] = 0x03,
["Heart Container"] = 0x1A,
["Letter"] = 0x15,
["Magical Shield"] = 0x1C,
["Candle"] = 0x06,
["Arrow"] = 0x08,
["Food"] = 0x04,
["Water of Life (Blue)"] = 0x1F,
["Water of Life (Red)"] = 0x20,
["Blue Ring"] = 0x12,
["Triforce Fragment"] = 0x1B,
["Power Bracelet"] = 0x14,
["Small Key"] = 0x19,
["Bomb"] = 0x00,
["Recovery Heart"] = 0x22,
["Five Rupees"] = 0x0F,
["Rupee"] = 0x18,
["Clock"] = 0x21,
["Fairy"] = 0x23
}
--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
local function defineMemoryFunctions()
local memDomain = {}
local domains = memory.getmemorydomainlist()
if domains[1] == "System Bus" then
--NesHawk
isNesHawk = true
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["ram"] = function() memory.usememorydomain("RAM") end
memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
elseif domains[1] == "WRAM" then
--QuickNES
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["ram"] = function() memory.usememorydomain("RAM") end
memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
end
return memDomain
end
local memDomain = defineMemoryFunctions()
u8 = memory.read_u8
wU8 = memory.write_u8
uRange = memory.readbyterange
itemIDNames = {}
for key, value in pairs(itemAPids) do
itemIDNames[value] = key
end
local function determineItem(array)
memdomain.ram()
currentItemsObtained = u8(itemsObtained)
end
local function gotSword()
local currentSword = u8(sword)
wU8(sword, math.max(currentSword, 1))
end
local function gotWhiteSword()
local currentSword = u8(sword)
wU8(sword, math.max(currentSword, 2))
end
local function gotMagicalSword()
wU8(sword, 3)
end
local function gotBomb()
local currentBombs = u8(bombs)
local currentMaxBombs = u8(maxBombs)
wU8(bombs, math.min(currentBombs + 4, currentMaxBombs))
wU8(0x505, 0x29) -- Fake bomb to show item get.
end
local function gotArrow()
local currentArrow = u8(arrow)
wU8(arrow, math.max(currentArrow, 1))
end
local function gotSilverArrow()
wU8(arrow, 2)
end
local function gotBow()
wU8(bow, 1)
end
local function gotCandle()
local currentCandle = u8(candle)
wU8(candle, math.max(currentCandle, 1))
end
local function gotRedCandle()
wU8(candle, 2)
end
local function gotRecorder()
wU8(recorder, 1)
end
local function gotFood()
wU8(food, 1)
end
local function gotWaterOfLifeBlue()
local currentWaterOfLife = u8(waterOfLife)
wU8(waterOfLife, math.max(currentWaterOfLife, 1))
end
local function gotWaterOfLifeRed()
wU8(waterOfLife, 2)
end
local function gotMagicalRod()
wU8(magicalRod, 1)
end
local function gotBookOfMagic()
wU8(bookOfMagic, 1)
end
local function gotRaft()
wU8(raft, 1)
end
local function gotBlueRing()
local currentRing = u8(ring)
wU8(ring, math.max(currentRing, 1))
memDomain.saveram()
local currentTunicColor = u8(0x0B92)
if currentTunicColor == 0x29 then
wU8(0x0B92, 0x32)
wU8(0x0804, 0x32)
end
end
local function gotRedRing()
wU8(ring, 2)
memDomain.saveram()
wU8(0x0B92, 0x16)
wU8(0x0804, 0x16)
end
local function gotStepladder()
wU8(stepladder, 1)
end
local function gotMagicalKey()
wU8(magicalKey, 1)
end
local function gotPowerBracelet()
wU8(powerBracelet, 1)
end
local function gotLetter()
wU8(letter, 1)
end
local function gotHeartContainer()
local currentHeartContainers = bit.rshift(bit.band(u8(heartContainers), 0xF0), 4)
if currentHeartContainers < 16 then
currentHeartContainers = math.min(currentHeartContainers + 1, 16)
local currentHearts = bit.band(u8(heartContainers), 0x0F) + 1
wU8(heartContainers, bit.lshift(currentHeartContainers, 4) + currentHearts)
end
end
local function gotTriforceFragment()
local triforceByte = 0xFF
local newTriforceCount = u8(localTriforce) + 1
wU8(localTriforce, newTriforceCount)
end
local function gotBoomerang()
wU8(boomerang, 1)
end
local function gotMagicalBoomerang()
wU8(magicalBoomerang, 1)
end
local function gotMagicalShield()
wU8(magicalShield, 1)
end
local function gotRecoveryHeart()
local currentHearts = bit.band(u8(heartContainers), 0x0F)
local currentHeartContainers = bit.rshift(bit.band(u8(heartContainers), 0xF0), 4)
if currentHearts < currentHeartContainers then
currentHearts = currentHearts + 1
else
wU8(partialHearts, 0xFF)
end
currentHearts = bit.bor(bit.band(u8(heartContainers), 0xF0), currentHearts)
wU8(heartContainers, currentHearts)
end
local function gotFairy()
local currentHearts = bit.band(u8(heartContainers), 0x0F)
local currentHeartContainers = bit.rshift(bit.band(u8(heartContainers), 0xF0), 4)
if currentHearts < currentHeartContainers then
currentHearts = currentHearts + 3
if currentHearts > currentHeartContainers then
currentHearts = currentHeartContainers
wU8(partialHearts, 0xFF)
end
else
wU8(partialHearts, 0xFF)
end
currentHearts = bit.bor(bit.band(u8(heartContainers), 0xF0), currentHearts)
wU8(heartContainers, currentHearts)
end
local function gotClock()
wU8(clockItem, 1)
end
local function gotFiveRupees()
local currentRupeesToAdd = u8(rupeesToAdd)
wU8(rupeesToAdd, math.min(currentRupeesToAdd + 5, 255))
end
local function gotSmallKey()
wU8(keys, math.min(u8(keys) + 1, 9))
end
local function gotItem(item)
--Write itemCode to itemToLift
--Write 128 to itemLiftTimer
--Write 4 to sound effect queue
itemName = itemIDNames[item]
itemCode = itemCodes[itemName]
wU8(0x505, itemCode)
wU8(0x506, 128)
wU8(0x602, 4)
numberObtained = u8(itemsObtained) + 1
wU8(itemsObtained, numberObtained)
if itemName == "Boomerang" then gotBoomerang() end
if itemName == "Bow" then gotBow() end
if itemName == "Magical Boomerang" then gotMagicalBoomerang() end
if itemName == "Raft" then gotRaft() end
if itemName == "Stepladder" then gotStepladder() end
if itemName == "Recorder" then gotRecorder() end
if itemName == "Magical Rod" then gotMagicalRod() end
if itemName == "Red Candle" then gotRedCandle() end
if itemName == "Book of Magic" then gotBookOfMagic() end
if itemName == "Magical Key" then gotMagicalKey() end
if itemName == "Red Ring" then gotRedRing() end
if itemName == "Silver Arrow" then gotSilverArrow() end
if itemName == "Sword" then gotSword() end
if itemName == "White Sword" then gotWhiteSword() end
if itemName == "Magical Sword" then gotMagicalSword() end
if itemName == "Heart Container" then gotHeartContainer() end
if itemName == "Letter" then gotLetter() end
if itemName == "Magical Shield" then gotMagicalShield() end
if itemName == "Candle" then gotCandle() end
if itemName == "Arrow" then gotArrow() end
if itemName == "Food" then gotFood() end
if itemName == "Water of Life (Blue)" then gotWaterOfLifeBlue() end
if itemName == "Water of Life (Red)" then gotWaterOfLifeRed() end
if itemName == "Blue Ring" then gotBlueRing() end
if itemName == "Triforce Fragment" then gotTriforceFragment() end
if itemName == "Power Bracelet" then gotPowerBracelet() end
if itemName == "Small Key" then gotSmallKey() end
if itemName == "Bomb" then gotBomb() end
if itemName == "Recovery Heart" then gotRecoveryHeart() end
if itemName == "Five Rupees" then gotFiveRupees() end
if itemName == "Fairy" then gotFairy() end
if itemName == "Clock" then gotClock() end
end
local function StateOKForMainLoop()
memDomain.ram()
local gameMode = u8(0x12)
return gameMode == 5
end
local function checkCaveItemObtained()
memDomain.ram()
local returnTable = {}
returnTable["slot1"] = u8(shopSlotLeft)
returnTable["slot2"] = u8(shopSlotMiddle)
returnTable["slot3"] = u8(shopSlotRight)
returnTable["takeAnys"] = u8(takeAnyCavesChecked)
return returnTable
end
function table.empty (self)
for _, _ in pairs(self) do
return false
end
return true
end
function slice (tbl, s, e)
local pos, new = 1, {}
for i = s + 1, e do
new[pos] = tbl[i]
pos = pos + 1
end
return new
end
local bizhawk_version = client.getversion()
local is23Or24Or25 = (bizhawk_version=="2.3.1") or (bizhawk_version:sub(1,3)=="2.4") or (bizhawk_version:sub(1,3)=="2.5")
local is26To28 = (bizhawk_version:sub(1,3)=="2.6") or (bizhawk_version:sub(1,3)=="2.7") or (bizhawk_version:sub(1,3)=="2.8")
local function getMaxMessageLength()
if is23Or24Or25 then
return client.screenwidth()/11
elseif is26To28 then
return client.screenwidth()/12
end
end
local function drawText(x, y, message, color)
if is23Or24Or25 then
gui.addmessage(message)
elseif is26To28 then
gui.drawText(x, y, message, color, 0xB0000000, 18, "Courier New", "middle", "bottom", nil, "client")
end
end
local function clearScreen()
if is23Or24Or25 then
return
elseif is26To28 then
drawText(0, 0, "", "black")
end
end
local function drawMessages()
if table.empty(itemMessages) then
clearScreen()
return
end
local y = 10
found = false
maxMessageLength = getMaxMessageLength()
for k, v in pairs(itemMessages) do
if v["TTL"] > 0 then
message = v["message"]
while true do
drawText(5, y, message:sub(1, maxMessageLength), v["color"])
y = y + 16
message = message:sub(maxMessageLength + 1, message:len())
if message:len() == 0 then
break
end
end
newTTL = 0
if is26To28 then
newTTL = itemMessages[k]["TTL"] - 1
end
itemMessages[k]["TTL"] = newTTL
found = true
end
end
if found == false then
clearScreen()
end
end
function generateOverworldLocationChecked()
memDomain.ram()
data = uRange(0x067E, 0x81)
data[0] = nil
return data
end
function getHCLocation()
memDomain.rom()
data = u8(0x1789A)
return data
end
function getPBLocation()
memDomain.rom()
data = u8(0x10CB2)
return data
end
function generateUnderworld16LocationChecked()
memDomain.ram()
data = uRange(0x06FE, 0x81)
data[0] = nil
return data
end
function generateUnderworld79LocationChecked()
memDomain.ram()
data = uRange(0x077E, 0x81)
data[0] = nil
return data
end
function updateTriforceFragments()
memDomain.ram()
local triforceByte = 0xFF
totalTriforceCount = u8(localTriforce)
local currentPieces = bit.rshift(triforceByte, 8 - math.min(8, totalTriforceCount))
wU8(triforceFragments, currentPieces)
end
function processBlock(block)
if block ~= nil then
local msgBlock = block['messages']
if msgBlock ~= nil then
for i, v in pairs(msgBlock) do
if itemMessages[i] == nil then
local msg = {TTL=450, message=v, color=0xFFFF0000}
itemMessages[i] = msg
end
end
end
local bonusItems = block["bonusItems"]
if bonusItems ~= nil and isInGame then
for i, item in ipairs(bonusItems) do
memDomain.ram()
if i > u8(bonusItemsObtained) then
if u8(0x505) == 0 then
gotItem(item)
wU8(itemsObtained, u8(itemsObtained) - 1)
wU8(bonusItemsObtained, u8(bonusItemsObtained) + 1)
end
end
end
end
local itemsBlock = block["items"]
memDomain.saveram()
isInGame = StateOKForMainLoop()
updateTriforceFragments()
if itemsBlock ~= nil and isInGame then
memDomain.ram()
--get item from item code
--get function from item
--do function
for i, item in ipairs(itemsBlock) do
memDomain.ram()
if u8(0x505) == 0 then
if i > u8(itemsObtained) then
gotItem(item)
end
end
end
end
local shopsBlock = block["shops"]
if shopsBlock ~= nil then
wU8(shopSlotLeft, bit.bor(u8(shopSlotLeft), shopsBlock["left"]))
wU8(shopSlotMiddle, bit.bor(u8(shopSlotMiddle), shopsBlock["middle"]))
wU8(shopSlotRight, bit.bor(u8(shopSlotRight), shopsBlock["right"]))
end
end
end
function difference(a, b)
local aa = {}
for k,v in pairs(a) do aa[v]=true end
for k,v in pairs(b) do aa[v]=nil end
local ret = {}
local n = 0
for k,v in pairs(a) do
if aa[v] then n=n+1 ret[n]=v end
end
return ret
end
function receive()
l, e = zeldaSocket:receive()
if e == 'closed' then
if curstate == STATE_OK then
print("Connection closed")
end
curstate = STATE_UNINITIALIZED
return
elseif e == 'timeout' then
print("timeout")
return
elseif e ~= nil then
print(e)
curstate = STATE_UNINITIALIZED
return
end
processBlock(json.decode(l))
-- Determine Message to send back
memDomain.rom()
local playerName = uRange(0x1F, 0x10)
playerName[0] = nil
local retTable = {}
retTable["playerName"] = playerName
if StateOKForMainLoop() then
retTable["overworld"] = generateOverworldLocationChecked()
retTable["underworld1"] = generateUnderworld16LocationChecked()
retTable["underworld2"] = generateUnderworld79LocationChecked()
end
retTable["caves"] = checkCaveItemObtained()
memDomain.ram()
if gameMode ~= 19 then
gameMode = u8(0x12)
end
retTable["gameMode"] = gameMode
retTable["overworldHC"] = getHCLocation()
retTable["overworldPB"] = getPBLocation()
retTable["itemsObtained"] = u8(itemsObtained)
msg = json.encode(retTable).."\n"
local ret, error = zeldaSocket:send(msg)
if ret == nil then
print(error)
elseif curstate == STATE_INITIAL_CONNECTION_MADE then
curstate = STATE_TENTATIVELY_CONNECTED
elseif curstate == STATE_TENTATIVELY_CONNECTED then
print("Connected!")
itemMessages["(0,0)"] = {TTL=240, message="Connected", color="green"}
curstate = STATE_OK
end
end
function main()
if (is23Or24Or25 or is26To28) == false then
print("Must use a version of bizhawk 2.3.1 or higher")
return
end
server, error = socket.bind('localhost', 52980)
while true do
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
frame = frame + 1
drawMessages()
if not (curstate == prevstate) then
-- console.log("Current state: "..curstate)
prevstate = curstate
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Blue")
receive()
else
gui.drawEllipse(248, 9, 6, 6, "Black", "Green")
end
elseif (curstate == STATE_UNINITIALIZED) then
gui.drawEllipse(248, 9, 6, 6, "Black", "White")
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
drawText(5, 8, "Waiting for client", 0xFFFF0000)
drawText(5, 32, "Please start Zelda1Client.exe", 0xFFFF0000)
-- Advance so the messages are drawn
emu.frameadvance()
server:settimeout(2)
print("Attempting to connect")
local client, timeout = server:accept()
if timeout == nil then
-- print('Initial Connection Made')
curstate = STATE_INITIAL_CONNECTION_MADE
zeldaSocket = client
zeldaSocket:settimeout(0)
end
end
end
emu.frameadvance()
end
end
main()

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data/lua/TLoZ/core.dll Normal file

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data/lua/TLoZ/json.lua Normal file
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--
-- json.lua
--
-- Copyright (c) 2015 rxi
--
-- This library is free software; you can redistribute it and/or modify it
-- under the terms of the MIT license. See LICENSE for details.
--
local json = { _version = "0.1.0" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\\\",
[ "\"" ] = "\\\"",
[ "\b" ] = "\\b",
[ "\f" ] = "\\f",
[ "\n" ] = "\\n",
[ "\r" ] = "\\r",
[ "\t" ] = "\\t",
}
local escape_char_map_inv = { [ "\\/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return escape_char_map[c] or string.format("\\u%04x", c:byte())
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if val[1] ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
--local line_count = 1
--local col_count = 1
--for i = 1, idx - 1 do
-- col_count = col_count + 1
-- if str:sub(i, i) == "\n" then
-- line_count = line_count + 1
-- col_count = 1
-- end
-- end
-- emu.message( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(3, 6), 16 )
local n2 = tonumber( s:sub(9, 12), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j, "invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then
s = s:gsub("\\.", escape_char_map_inv)
end
return s, j + 1
else
last = x
end
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
return ( parse(str, next_char(str, 1, space_chars, true)) )
end
return json

132
data/lua/TLoZ/socket.lua Normal file
View File

@@ -0,0 +1,132 @@
-----------------------------------------------------------------------------
-- LuaSocket helper module
-- Author: Diego Nehab
-- RCS ID: $Id: socket.lua,v 1.22 2005/11/22 08:33:29 diego Exp $
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
-- Declare module and import dependencies
-----------------------------------------------------------------------------
local base = _G
local string = require("string")
local math = require("math")
local socket = require("socket.core")
module("socket")
-----------------------------------------------------------------------------
-- Exported auxiliar functions
-----------------------------------------------------------------------------
function connect(address, port, laddress, lport)
local sock, err = socket.tcp()
if not sock then return nil, err end
if laddress then
local res, err = sock:bind(laddress, lport, -1)
if not res then return nil, err end
end
local res, err = sock:connect(address, port)
if not res then return nil, err end
return sock
end
function bind(host, port, backlog)
local sock, err = socket.tcp()
if not sock then return nil, err end
sock:setoption("reuseaddr", true)
local res, err = sock:bind(host, port)
if not res then return nil, err end
res, err = sock:listen(backlog)
if not res then return nil, err end
return sock
end
try = newtry()
function choose(table)
return function(name, opt1, opt2)
if base.type(name) ~= "string" then
name, opt1, opt2 = "default", name, opt1
end
local f = table[name or "nil"]
if not f then base.error("unknown key (".. base.tostring(name) ..")", 3)
else return f(opt1, opt2) end
end
end
-----------------------------------------------------------------------------
-- Socket sources and sinks, conforming to LTN12
-----------------------------------------------------------------------------
-- create namespaces inside LuaSocket namespace
sourcet = {}
sinkt = {}
BLOCKSIZE = 2048
sinkt["close-when-done"] = function(sock)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function(self, chunk, err)
if not chunk then
sock:close()
return 1
else return sock:send(chunk) end
end
})
end
sinkt["keep-open"] = function(sock)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function(self, chunk, err)
if chunk then return sock:send(chunk)
else return 1 end
end
})
end
sinkt["default"] = sinkt["keep-open"]
sink = choose(sinkt)
sourcet["by-length"] = function(sock, length)
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function()
if length <= 0 then return nil end
local size = math.min(socket.BLOCKSIZE, length)
local chunk, err = sock:receive(size)
if err then return nil, err end
length = length - string.len(chunk)
return chunk
end
})
end
sourcet["until-closed"] = function(sock)
local done
return base.setmetatable({
getfd = function() return sock:getfd() end,
dirty = function() return sock:dirty() end
}, {
__call = function()
if done then return nil end
local chunk, err, partial = sock:receive(socket.BLOCKSIZE)
if not err then return chunk
elseif err == "closed" then
sock:close()
done = 1
return partial
else return nil, err end
end
})
end
sourcet["default"] = sourcet["until-closed"]
source = choose(sourcet)