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-------------
-- globals --
-------------
--- @type MarioState[]
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--- Array of MarioStates, from 0 to MAX_PLAYERS - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
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gMarioStates = { }
--- @type NetworkPlayer[]
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--- Array of NetworkPlayers, from 0 to MAX_PLAYERS - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
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gNetworkPlayers = { }
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--- @type Mod[]
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--- Array of all mods loaded, starting from 0
--- - All mods are loaded in the same order for every player
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--- - Index 0 is the first mod in the list (the top of the mod list)
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gActiveMods = { }
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--- @type Character[]
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gCharacters = { }
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--- @type Controller[]
gControllers = { }
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--- @type GlobalTextures
gTextures = { }
--- @type GlobalObjectAnimations
gObjectAnimations = { }
--- @type GlobalObjectCollisionData
gGlobalObjectCollisionData = { }
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--- @type PaintingValues
gPaintingValues = { }
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--- @alias SyncTable table
--- @type SyncTable
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--- Any keys added and modified to this table will be synced among everyone.
--- - This shouldn't be used to sync player-specific values; Use gPlayerSyncTable for that
--- - Note: Does not support tables as keys
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gGlobalSyncTable = { }
--- @type SyncTable[]
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--- An array of sync tables. Any change to any sync tables will be synced to everyone else.
--- - This array takes in a local index, however it automatically translates to the global index
--- - Note: Does not support tables as keys
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gPlayerSyncTable = { }
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--- @type LevelValues
gLevelValues = { }
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--- @type BehaviorValues
gBehaviorValues = { }
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--- @type FirstPersonCamera
--- The struct that contains the values for the first person camera
gFirstPersonCamera = { }
Arbitrary shirt, pants, glove colors + settings menu (#145)
* Support for more granular player colors
You can now configure RGB values for shirt, pants, gloves, and shoes.
Due to some limitations, configuring shoes does nothing at the moment.
* Remove paletteIndex and friends
Restructured and filled in some remaining code to account for that.
* Add Edit Palette panel to Player panel
* Change PlayerPalette contents to an enum-indexed array, remove shoes
This gets rid of all the hokey code doing switch cases on the
different parts.
* Fix goof with player model selection box
Should actually have affect now even if a custom palette is being used.
* Fix gap in player color display list commands
The extra space was leftover from when I was trying to get shoes
working. Forgot to clean it up.
* Standardize PlayerParts enum, including for lua constants autogen
* djui_panel_player.c: Properly hook sending palette changes on unpause
Editing the palette and then unpausing should send out the packet to
everyone with the new palette changes (and update the palette preset
selection box), but since we weren't hooking that situation before, it
would stay changed only for you. You would have had to press the Back
button for it to work right.
* Allow Lua mods to continue using `paletteIndex`, `overridePaletteIndex`
This lets mod code like this still work unchanged:
if s.team == 2 then
np.overridePaletteIndex = 7
elseif s.team == 1 then
np.overridePaletteIndex = 15
else
np.overridePaletteIndex = np.paletteIndex
end
It's essentially faked, and would work strangely if the value of either
variable was inspected more closely directly. This should at least
handle the typical use case, though.
Every frame, `overridePaletteIndex` is checked to see if it was modified
from its previous value. If so, `overridePalette` is set to the preset
corresponding to the index. `paletteIndex` contains a special value that
when used to assign to `overridePaletteIndex`, it copies `palette` into
`overridePalette` to restore the real colors, which of course may not
follow the presets at all.
* characters.h: Pack `PlayerPalette` to eliminate size differences between computers
* mario_misc.c: Remove remaining "TODO GAG"
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--- @type LakituState
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--- The primary struct that controls the camera
--- - Local player only
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gLakituState = { }
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--- @type ServerSettings
gServerSettings = { }
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--- @type NametagsSettings
gNametagsSettings = { }
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-----------
-- hooks --
-----------
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--- @param behaviorId BehaviorId | integer? The behavior id of the object to modify. Pass in as `nil` to create a custom object
--- @param objectList ObjectList | integer Object list
--- @param replaceBehavior boolean Whether or not to completely replace the behavior
--- @param initFunction? fun(obj:Object) Run on object creation
--- @param loopFunction? fun(obj:Object) Run every frame
--- @param behaviorName? string Optional
--- @return BehaviorId BehaviorId Use if creating a custom object, otherwise can be ignored
--- Modify an object's behavior or create a new custom object
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function hook_behavior ( behaviorId , objectList , replaceBehavior , initFunction , loopFunction , behaviorName )
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-- ...
end
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--- @param command string The command to run. Should be easy to type
--- @param description string Should describe what the command does and how to use it
--- @param func fun(msg:string): boolean Run upon activating the command. Return `true` to confirm the command has succeeded
--- @return nil
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function hook_chat_command ( command , description , func )
-- ...
end
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--- @param command string The command to change the description of
--- @param description string The description to change to
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function update_chat_command_description ( command , description )
-- ...
end
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--- @param hookEventType LuaHookedEventType When a function should run
--- @param func fun(...: any): any The function to run
--- Different hooks can pass in different parameters and have different return values. Be sure to read the hooks guide for more information.
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function hook_event ( hookEventType , func )
-- ...
end
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--- @class ActionTable
--- @field every_frame fun(m:MarioState):integer?
--- @field gravity fun(m:MarioState):integer?
--- @param actionId integer The action to replace
--- @param funcOrFuncTable fun(m:MarioState):integer? | ActionTable The new behavior of the action
--- @param interactionType? InteractionFlag Optional; The flag that determines how the action interacts with other objects
--- If a function table is used, it must be in the form of `{ act_hook = [func], ... }`. Current action hooks include:
--- - every_frame
--- - gravity
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function hook_mario_action ( actionId , funcOrFuncTable , interactionType )
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-- ...
end
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--- @param syncTable SyncTable Must be the gGlobalSyncTable or gPlayerSyncTable[] or one of their child tables
--- @param field string Field name
--- @param tag any An additional parameter
--- @param func fun(tag:any, oldVal:any, newVal:any) Run when the specified field has been changed
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function hook_on_sync_table_change ( syncTable , field , tag , func )
-- ...
end
---------------
-- functions --
---------------
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--- @param t number Angle
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--- @return number
function sins ( t )
-- ...
end
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--- @param t number Angle
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--- @return number
function coss ( t )
-- ...
end
--- @param y number
--- @param x number
--- @return integer
function atan2s ( y , x )
-- ...
end
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--- @param objFieldTable table<any, "u32"|"s32"|"f32">
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--- @return nil
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--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"`
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function define_custom_obj_fields ( objFieldTable )
-- ...
end
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--- @param object Object Object to sync
--- @param standardSync boolean Automatically syncs common fields and syncs with distance. If `false`, all syncing must be done with `network_send_object`.
--- @param fieldTable table<string> The fields to sync
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--- @return nil
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--- All synced fields must start with `o` and there should not be any keys, just values
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function network_init_object ( object , standardSync , fieldTable )
-- ...
end
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--- @param object Object Object to sync
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--- @param reliable boolean Whether or not the game should try to resend the packet in case it gets lost, good for important packets
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--- @return nil
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--- Sends a sync packet to sync up the object with everyone else
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function network_send_object ( object , reliable )
-- ...
end
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--- @param reliable boolean Whether or not the game should try to resend the packet in case its lost, good for important packets
--- @param dataTable table Table of values to be included in the packet
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--- @return nil
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--- `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send ( reliable , dataTable )
-- ...
end
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--- @param toLocalIndex integer The local index to send the packet to
--- @param reliable boolean Whether or not the game should try to resend the packet in case its lost, good for important packets
--- @param dataTable table Table of values to be included in the packet
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--- @return nil
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--- `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send_to ( toLocalIndex , reliable , dataTable )
-- ...
end
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--- @param textureName string
--- @return TextureInfo
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--- Gets the `TextureInfo` of a texture by name
--- - Note: This also works with vanilla textures
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function get_texture_info ( textureName )
-- ...
end
--- @param texInfo TextureInfo
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @return nil
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--- Renders a texture to the screen
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function djui_hud_render_texture ( texInfo , x , y , scaleW , scaleH )
-- ...
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end
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--- @param texInfo TextureInfo
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @param tileX number
--- @param tileY number
--- @param tileW number
--- @param tileH number
--- @return nil
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--- Renders a tile of a texture to the screen
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function djui_hud_render_texture_tile ( texInfo , x , y , scaleW , scaleH , tileX , tileY , tileW , tileH )
-- ...
end
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--- @param texInfo TextureInfo
--- @param prevX number
--- @param prevY number
--- @param prevScaleW number
--- @param prevScaleH number
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @return nil
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--- Renders an interpolated texture to the screen
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function djui_hud_render_texture_interpolated ( texInfo , prevX , prevY , prevScaleW , prevScaleH , x , y , scaleW , scaleH )
-- ...
end
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--- @param texInfo TextureInfo
--- @param prevX number
--- @param prevY number
--- @param prevScaleW number
--- @param prevScaleH number
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @param tileX number
--- @param tileY number
--- @param tileW number
--- @param tileH number
--- @return nil
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--- Renders an interpolated tile of a texture to the screen
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function djui_hud_render_texture_tile_interpolated ( texInfo , prevX , prevY , prevScaleW , prevScaleH , x , y , scaleW , scaleH , tileX , tileY , tileW , tileH )
-- ...
end
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--- @param textureName string
--- @param overrideTexInfo TextureInfo
--- @return nil
--- Overrides a texture with a custom `TextureInfo`
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--- * textureName must be the codename of a vanilla texture, you can find these in files such as `texture.inc.c`s
--- * overrideTexInfo can be any TextureInfo
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function texture_override_set ( textureName , overrideTexInfo )
-- ...
end
--- @param textureName string
--- @return nil
--- Resets an overridden texture
function texture_override_reset ( textureName )
-- ...
end
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--- @class bhvData
--- @field behavior BehaviorId
--- @field behaviorArg integer
--- @param levelNum LevelNum | integer
--- @param func fun(areaIndex:number, bhvData:bhvData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[])
--- @return nil
--- When `func` is called, arguments are filled depending on the level command:
--- - `AREA` command: only `areaIndex` is filled. It's a number.
--- - `OBJECT` command: only `bhvData` is filled. `bhvData` is a table with two fields: `behavior` and `behaviorArg`.
--- - `MACRO` command: only `macroBhvIds` and `macroBhvArgs` are filled. `macrobhvIds` is a list of behavior ids. `macroBhvArgs` is a list of behavior params. Both lists have the same size and start at index 0.
function level_script_parse ( levelNum , func )
-- ...
end
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--- @param name string
--- @param flags integer
--- @param animYTransDivisor integer
--- @param startFrame integer
--- @param loopStart integer
--- @param loopEnd integer
--- @param values table
--- @param index table
--- @return nil
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--- Registers an animation that can be used in objects if `smlua_anim_util_set_animation` is called
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function smlua_anim_util_register_animation ( name , flags , animYTransDivisor , startFrame , loopStart , loopEnd , values , index )
-- ...
end
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--- @param message string The message to log
--- @param level? ConsoleMessageLevel Optional; Determines whether the message should appear as info, a warning or an error.
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--- @return nil
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--- Logs a message to the in-game console
function log_to_console ( message , level )
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-- ...
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end