eldenring 0.14.0

Structures, bindings, and utilities for From Software's title Elden Ring
Documentation
use super::{AtkParamLookupResult, BlockId};

use bitfield::bitfield;

use std::fmt::Display;

#[repr(u32)]
#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)]
pub enum FieldInsType {
    Hit = 0,
    Chr = 1,
    Obj = 2,
    Bullet = 3,
    Geom = 4,
    ReplayGhost = 5,
    ReplayEnemy = 6,
    Map = 7,
    HitGeom = 8,
}

bitfield! {
    #[repr(C)]
    #[derive(Copy, Clone, PartialEq, Eq, Hash, PartialOrd, Ord)]
    /// Used to reference a specific FieldIns managed by its respective (external) domain.
    pub struct FieldInsSelector(u32);
    impl Debug;

    /// The index within the container.
    pub index, _: 19, 0;
    _, set_index: 19, 0;

    /// The container for this FieldIns, used to determine which ChrSet to use.
    pub container, _: 27, 20;
    _, set_container: 27, 20;

    /// The type of FieldIns, used to determine the container type.
    _field_ins_type, set_field_ins_type: 31, 28;
}

impl FieldInsSelector {
    /// Create a new FieldInsSelector by its components.
    pub fn from_parts(field_ins_type: FieldInsType, container: u32, index: u32) -> Self {
        let mut selector = FieldInsSelector(0);
        selector.set_field_ins_type(field_ins_type as u32);
        selector.set_container(container);
        selector.set_index(index);
        selector
    }

    pub fn field_ins_type(&self) -> Option<FieldInsType> {
        match self._field_ins_type() {
            0 => Some(FieldInsType::Hit),
            1 => Some(FieldInsType::Chr),
            2 => Some(FieldInsType::Obj),
            3 => Some(FieldInsType::Bullet),
            4 => Some(FieldInsType::Geom),
            5 => Some(FieldInsType::ReplayGhost),
            6 => Some(FieldInsType::ReplayEnemy),
            7 => Some(FieldInsType::Map),
            8 => Some(FieldInsType::HitGeom),
            _ => None,
        }
    }
}

/// Used throughout the game engine to refer to characters, geometry, bullets, hits and more.
///
/// Source of name: Destructor reveals this being a field in FieldIns and it's used as a means of
/// naming some FieldIns derivant everywhere where raw pointers cannot be shared.
#[repr(C, align(8))]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub struct FieldInsHandle {
    pub selector: FieldInsSelector,
    pub block_id: BlockId,
}

impl FieldInsHandle {
    pub fn is_empty(&self) -> bool {
        self.selector.0 == u32::MAX
    }
}

impl Display for FieldInsHandle {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        if self.is_empty() {
            write!(f, "FieldIns(None)")
        } else {
            write!(
                f,
                "FieldIns({}, {}, {})",
                self.block_id,
                self.selector.container(),
                self.selector.index()
            )
        }
    }
}

#[vtable_rs::vtable]
/// Describes the VMT for the FieldInsBase which ChrIns, GeomIns, BulletIns, etc derive from.
pub trait FieldInsBaseVmt {
    /// Part of FieldInsBase, retrieves reflection metadata for FD4Component derivants.
    fn get_runtime_metadata(&self) -> usize;

    fn destructor(&mut self, param_2: u32);

    /// Part of FieldInsBase, ChrIns = 1, CSBulletIns = 3, CSWorldGeomIns = 6, MapIns = 7, CSWorldGeomHitIns = 8,
    fn get_field_ins_type(&self) -> u32;

    fn use_npc_atk_param(&self) -> bool;

    fn get_atk_param_for_behavior(&self, param_2: u32, atk_param: &mut AtkParamLookupResult)
    -> u32;

    /// Part of FieldInsBase. ChrIns = 0, PlayerIns = 1, EnemyIns = 0, ReplayGhostIns = 1,
    /// ReplayEnemyIns = 0, CSBulletIns = 0, CSWorldGeomIns = 0, CSFieldInsBase = 0,
    /// CSHamariSimulateChrIns = 0, MapIns = 0, HitIns = 0, CSWorldGeomStaticIns = 0, HitInsBase =
    /// 0, CSWorldGeomHitIns = 0, CSWorldGeomDynamicIns = 0,
    fn use_player_behavior_param(&self) -> bool;

    /// Obfuscated beyond recognition
    fn unk30(&self);

    /// Obfuscated beyond recognition
    fn unk38(&self);
}