--[[ A library to handle ingame resources, as provided by the Radsources XMLs. It will look for the files in Windower/plugins/resources. ]] _libs = _libs or {} require('functions') require('tables') require('strings') local functions, table, string = _libs.functions, _libs.tables, _libs.strings local files = require('files') local xml = require('xml') local fns = {} local slots = {} local language_string = _addon and _addon.language and _addon.language:lower() or windower.ffxi.get_info().language:lower() local language_string_log = language_string .. '_log' local language_string_short = language_string .. '_short' -- The metatable for all sub tables of the root resource table local resource_mt = {} -- The metatable for the root resource table local resources = setmetatable({}, {__index = function(t, k) if fns[k] then t[k] = setmetatable(fns[k](), resource_mt) return t[k] end end}) _libs.resources = resources local redict = { name = language_string, name_log = language_string_log, name_short = language_string_short, english = 'en', japanese = 'ja', english_log = 'enl', japanese_log = 'ja', english_short = 'ens', japanese_short = 'jas', } -- The metatable for a single resource item (an entry in a sub table of the root resource table) local resource_entry_mt = {__index = function() return function(t, k) return redict[k] and t[redict[k]] or table[k] end end()} function resource_group(r, fn, attr) fn = type(fn) == 'function' and fn or functions.equals(fn) attr = redict[attr] or attr local res = {} for value, id in table.it(r) do if fn(value[attr]) then res[id] = value end end slots[res] = slots[r] return setmetatable(res, resource_mt) end resource_mt.__class = 'Resource' resource_mt.__index = function(t, k) local res = slots[t] and slots[t]:contains(k) and resource_group:endapply(k) if not res then res = table[k] if class(res) == 'Resource' then slots[res] = slots[t] end end return res end resource_mt.__tostring = function(t) return '{' .. t:map(table.get:endapply('name')):concat(', ') .. '}' end local resources_path = windower.windower_path .. 'res/' local flag_cache = {} local parse_flags = function(bits, lookup, values) flag_cache[lookup] = flag_cache[lookup] or {} if values and not flag_cache[lookup][bits] and lookup[bits] then flag_cache[lookup][bits] = S{lookup[bits]} elseif not flag_cache[lookup][bits] then local res = S{} local rem local num = bits local count = 0 while num > 0 do num, rem = (num/2):modf() if rem > 0 then res:add(values and lookup[2^count] or count) end count = count + 1 end flag_cache[lookup][bits] = res end return flag_cache[lookup][bits] end local language_strings = S{'english', 'japanese', 'german', 'french'} -- Add resources from files local post_process local res_names = S(windower.get_dir(resources_path)):filter(string.endswith-{'.lua'}):map(string.sub-{1, -5}) for res_name in res_names:it() do fns[res_name] = function() local res, slot_table = dofile(resources_path .. res_name .. '.lua') res = table.map(res, (setmetatable-{resource_entry_mt}):cond(functions.equals('table') .. type)) slots[res] = S(slot_table) post_process(res) return res end end local lookup = {} local flag_keys = S{ 'flags', 'targets', } local fn_cache = {} post_process = function(t) local slot_set = slots[t] for key in slot_set:it() do if lookup[key] then if flag_keys:contains(key) then fn_cache[key] = function(flags) return parse_flags(flags, lookup[key], true) end else fn_cache[key] = function(flags) return parse_flags(flags, lookup[key], false) end end elseif lookup[key .. 's'] then fn_cache[key] = function(value) return value end end end for _, entry in pairs(t) do for key, fn in pairs(fn_cache) do if entry[key] ~= nil then entry[key] = fn(entry[key]) end end end for key in pairs(redict) do slot_set:add(key) end end lookup = { elements = resources.elements, jobs = resources.jobs, slots = resources.slots, races = resources.races, skills = resources.skills, targets = { [0x01] = 'Self', [0x02] = 'Player', [0x04] = 'Party', [0x08] = 'Ally', [0x10] = 'NPC', [0x20] = 'Enemy', [0x60] = 'Object', [0x9D] = 'Corpse', }, flags = { [0x0001] = 'Flag00', [0x0002] = 'Flag01', [0x0004] = 'Flag02', [0x0008] = 'Flag03', [0x0010] = 'Can Send POL', [0x0020] = 'Inscribable', [0x0040] = 'No Auction', [0x0080] = 'Scroll', [0x0100] = 'Linkshell', [0x0200] = 'Usable', [0x0400] = 'NPC Tradeable', [0x0800] = 'Equippable', [0x1000] = 'No NPC Sale', [0x2000] = 'No Delivery', [0x4000] = 'No PC Trade', [0x8000] = 'Rare', [0x6040] = 'Exclusive', }, } return resources --[[ Copyright © 2013-2015, Windower All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Windower nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Windower BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]