mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 05:25:14 +00:00
add cancels to HOOK_BEFORE_PHYS_STEP allowing for custom step systems (#400)
* add cancels to HOOK_BEFORE_PHYS_STEP allowing for custom step systems * give lua mods access to stepArg and nextPos from hanging and air step; fix a crash when m.floor is null
This commit is contained in:
parent
aaaf59e1e4
commit
05f4c42f81
11 changed files with 124 additions and 18 deletions
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@ -8126,6 +8126,18 @@ PARTICLE_WATER_SPLASH = (1 << 6)
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--- @type integer
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PARTICLE_WAVE_TRAIL = (1 << 10)
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--- @type integer
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STEP_TYPE_AIR = 2
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--- @type integer
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STEP_TYPE_GROUND = 1
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--- @type integer
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STEP_TYPE_HANG = 4
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--- @type integer
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STEP_TYPE_WATER = 3
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--- @type integer
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VALID_BUTTONS = (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | U_JPAD | D_JPAD | L_JPAD | R_JPAD | L_TRIG | R_TRIG | X_BUTTON | Y_BUTTON | U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
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@ -2894,6 +2894,10 @@
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- PARTICLE_VERTICAL_STAR
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- PARTICLE_WATER_SPLASH
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- PARTICLE_WAVE_TRAIL
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- STEP_TYPE_AIR
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- STEP_TYPE_GROUND
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- STEP_TYPE_HANG
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- STEP_TYPE_WATER
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- VALID_BUTTONS
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- WATER_STEP_CANCELLED
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- WATER_STEP_HIT_CEILING
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@ -91,7 +91,7 @@ The lua functions sent to `hook_event()` will be automatically called by SM64 wh
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| HOOK_MARIO_UPDATE | Called once per player per frame at the end of a mario update | [MarioState](structs.md#MarioState) mario |
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| HOOK_BEFORE_MARIO_UPDATE | Called once per player per frame at the beginning of a mario update | [MarioState](structs.md#MarioState) mario |
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| HOOK_ON_SET_MARIO_ACTION | Called every time a player's current action is changed | [MarioState](structs.md#MarioState) mario |
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| HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run | [MarioState](structs.md#MarioState) mario |
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| HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run, return an integer to cancel it with your own step result | [MarioState](structs.md#MarioState) mario, `integer` stepType |
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| HOOK_ALLOW_PVP_ATTACK | Called when one player attacks another, return `true` to allow the attack | [MarioState](structs.md#MarioState) attacker, [MarioState](structs.md#MarioState) victim |
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| HOOK_ON_PVP_ATTACK | Called when one player attacks another | [MarioState](structs.md#MarioState) attacker, [MarioState](structs.md#MarioState) victim |
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| HOOK_ON_PLAYER_CONNECTED | Called when a player connects | [MarioState](structs.md#MarioState) connector |
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@ -88,6 +88,11 @@
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#define WATER_STEP_CANCELLED 3
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#define WATER_STEP_HIT_WALL 4
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#define STEP_TYPE_GROUND 1
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#define STEP_TYPE_AIR 2
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#define STEP_TYPE_WATER 3
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#define STEP_TYPE_HANG 4
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#define PARTICLE_DUST /* 0x00000001 */ (1 << 0)
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#define PARTICLE_VERTICAL_STAR /* 0x00000002 */ (1 << 1)
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#define PARTICLE_2 /* 0x00000004 */ (1 << 2)
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@ -2187,14 +2187,14 @@ s32 execute_mario_action(UNUSED struct Object *o) {
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// Both of the wind handling portions play wind audio only in
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// non-Japanese releases.
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extern bool gDjuiInMainMenu;
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if (gMarioState->floor->type == SURFACE_HORIZONTAL_WIND && !gDjuiInMainMenu) {
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if (gMarioState->floor && gMarioState->floor->type == SURFACE_HORIZONTAL_WIND && !gDjuiInMainMenu) {
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spawn_wind_particles(0, (gMarioState->floor->force << 8));
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#ifndef VERSION_JP
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play_sound(SOUND_ENV_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
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#endif
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}
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if (gMarioState->floor->type == SURFACE_VERTICAL_WIND) {
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if (gMarioState->floor && gMarioState->floor->type == SURFACE_VERTICAL_WIND) {
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spawn_wind_particles(1, 0);
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#ifndef VERSION_JP
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play_sound(SOUND_ENV_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
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@ -340,7 +340,8 @@ s32 perform_hanging_step(struct MarioState *m, Vec3f nextPos) {
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f32 floorHeight;
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f32 ceilOffset;
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smlua_call_event_hooks_mario_param(HOOK_BEFORE_PHYS_STEP, m);
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s32 returnValue = 0;
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if (smlua_call_event_hooks_mario_param_and_int_ret_int(HOOK_BEFORE_PHYS_STEP, m, STEP_TYPE_HANG, &returnValue)) return returnValue;
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if (gServerSettings.enableCheats && gCheats.superSpeed && m->playerIndex == 0) {
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m->vel[0] *= SUPER_SPEED_MULTIPLIER;
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@ -192,7 +192,8 @@ u32 perform_water_step(struct MarioState *m) {
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Vec3f step;
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struct Object *marioObj = m->marioObj;
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smlua_call_event_hooks_mario_param(HOOK_BEFORE_PHYS_STEP, m);
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s32 returnValue = 0;
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if (smlua_call_event_hooks_mario_param_and_int_ret_int(HOOK_BEFORE_PHYS_STEP, m, STEP_TYPE_WATER, &returnValue)) return (u32) returnValue;
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if (gServerSettings.enableCheats && gCheats.superSpeed && m->playerIndex == 0) {
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m->vel[0] *= SUPER_SPEED_MULTIPLIER;
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@ -350,7 +350,8 @@ s32 perform_ground_step(struct MarioState *m) {
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u32 stepResult;
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Vec3f intendedPos;
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smlua_call_event_hooks_mario_param(HOOK_BEFORE_PHYS_STEP, m);
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s32 returnValue = 0;
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if (smlua_call_event_hooks_mario_param_and_int_ret_int(HOOK_BEFORE_PHYS_STEP, m, STEP_TYPE_GROUND, &returnValue)) return returnValue;
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if (gServerSettings.enableCheats && gCheats.superSpeed && m->playerIndex == 0 && m->action != ACT_BUBBLED) {
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m->vel[0] *= SUPER_SPEED_MULTIPLIER;
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@ -708,7 +709,8 @@ s32 perform_air_step(struct MarioState *m, u32 stepArg) {
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s32 quarterStepResult;
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s32 stepResult = AIR_STEP_NONE;
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smlua_call_event_hooks_mario_param(HOOK_BEFORE_PHYS_STEP, m);
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s32 returnValue = 0;
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if (smlua_call_event_hooks_mario_param_and_int_and_int_ret_int(HOOK_BEFORE_PHYS_STEP, m, STEP_TYPE_AIR, stepArg, &returnValue)) return returnValue;
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if (gServerSettings.enableCheats && gCheats.superSpeed && m->playerIndex == 0 && m->action != ACT_BUBBLED) {
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m->vel[0] *= SUPER_SPEED_MULTIPLIER;
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@ -2582,6 +2582,10 @@ char gSmluaConstants[] = ""
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"WATER_STEP_HIT_CEILING = 2\n"
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"WATER_STEP_CANCELLED = 3\n"
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"WATER_STEP_HIT_WALL = 4\n"
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"STEP_TYPE_GROUND = 1\n"
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"STEP_TYPE_AIR = 2\n"
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"STEP_TYPE_WATER = 3\n"
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"STEP_TYPE_HANG = 4\n"
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"PARTICLE_DUST = (1 << 0)\n"
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"PARTICLE_VERTICAL_STAR = (1 << 1)\n"
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"PARTICLE_2 = (1 << 2)\n"
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@ -765,6 +765,81 @@ void smlua_call_event_hooks_mario_param_and_int_ret_bool(enum LuaHookedEventType
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}
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}
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bool smlua_call_event_hooks_mario_param_and_int_ret_int(enum LuaHookedEventType hookType, struct MarioState* m, s32 param, s32* returnValue) {
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lua_State* L = gLuaState;
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if (L == NULL) { return false; }
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struct LuaHookedEvent* hook = &sHookedEvents[hookType];
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for (int i = 0; i < hook->count; i++) {
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s32 prevTop = lua_gettop(L);
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// push the callback onto the stack
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lua_rawgeti(L, LUA_REGISTRYINDEX, hook->reference[i]);
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// push mario state
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lua_getglobal(L, "gMarioStates");
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lua_pushinteger(L, m->playerIndex);
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lua_gettable(L, -2);
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lua_remove(L, -2);
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// push param
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lua_pushinteger(L, param);
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// call the callback
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if (0 != smlua_call_hook(L, 2, 1, 0, hook->mod[i])) {
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LOG_LUA("Failed to call the callback: %u", hookType);
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continue;
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}
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// output the return value
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if (lua_type(L, -1) == LUA_TNUMBER) {
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*returnValue = smlua_to_integer(L, -1);
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lua_settop(L, prevTop);
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return true;
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}
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lua_settop(L, prevTop);
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}
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return false;
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}
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bool smlua_call_event_hooks_mario_param_and_int_and_int_ret_int(enum LuaHookedEventType hookType, struct MarioState* m, s32 param, u32 args, s32* returnValue) {
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lua_State* L = gLuaState;
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if (L == NULL) { return false; }
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struct LuaHookedEvent* hook = &sHookedEvents[hookType];
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for (int i = 0; i < hook->count; i++) {
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s32 prevTop = lua_gettop(L);
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// push the callback onto the stack
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lua_rawgeti(L, LUA_REGISTRYINDEX, hook->reference[i]);
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// push mario state
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lua_getglobal(L, "gMarioStates");
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lua_pushinteger(L, m->playerIndex);
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lua_gettable(L, -2);
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lua_remove(L, -2);
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// push param
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lua_pushinteger(L, param);
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// push args
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lua_pushinteger(L, args);
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// call the callback
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if (0 != smlua_call_hook(L, 3, 1, 0, hook->mod[i])) {
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LOG_LUA("Failed to call the callback: %u", hookType);
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continue;
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}
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// output the return value
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if (lua_type(L, -1) == LUA_TNUMBER) {
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*returnValue = smlua_to_integer(L, -1);
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lua_settop(L, prevTop);
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return true;
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}
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lua_settop(L, prevTop);
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}
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return false;
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}
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////////////////////
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// hooked actions //
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////////////////////
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@ -122,6 +122,8 @@ void smlua_call_event_hooks_on_chat_message(enum LuaHookedEventType hookType, st
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bool smlua_call_event_hooks_mario_character_sound_param_ret_int(enum LuaHookedEventType hookType, struct MarioState* m, enum CharacterSound characterSound, s32* returnValue);
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void smlua_call_event_hooks_mario_action_params_ret_int(enum LuaHookedEventType hookType, struct MarioState *m, u32 action, u32* returnValue);
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void smlua_call_event_hooks_mario_param_and_int_ret_bool(enum LuaHookedEventType hookType, struct MarioState* m, s32 param, bool* returnValue);
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bool smlua_call_event_hooks_mario_param_and_int_ret_int(enum LuaHookedEventType hookType, struct MarioState* m, s32 param, s32* returnValue);
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bool smlua_call_event_hooks_mario_param_and_int_and_int_ret_int(enum LuaHookedEventType hookType, struct MarioState* m, s32 param, u32 args, s32* returnValue);
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enum BehaviorId smlua_get_original_behavior_id(const BehaviorScript* behavior);
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const BehaviorScript* smlua_override_behavior(const BehaviorScript* behavior);
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