mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-28 15:03:01 +00:00
4aa2a20f72
- Only inited `smlua_audio_utils` if needed, since there will probably be plenty of people who play without ever using mods with custom audio. - Fixed the pause anywhere setting - this ended up not being fully accurate to ex-coop, which it was originally intended to be. - Stopped regenerating dynos collision bin on start up every time therefore giving a slight start up speed boost for some people. - Added a config file setting that lets people choose to compress dynos bins on startup (disabled by default). - Fixed a warning that shows on non macs during compiling. - Properly fixed the chat box focus. - Made the public lobby rules panel "temporary". - Added a cleaner loading screen design. - Added an ex-coop theme easter egg, can only be activated from the config file. - Cleaned up the Lua traceback logging, now shows the folder and file the error occurred in, rather than the full path. - Added a way to set `gCheckingSurfaceCollisionsForCamera`, so mods can specify to surface finding functions to ignore `SURFACE_FLAG_NO_CAM_COLLISION` internally. - Rewrote the way smlua pushes CObjects/CPointers to Lua. Now using the C Lua API entirely to connect to Lua. - Fixed a use-after-free bug that could easily crash the game through Lua (explained further in one of my comments below). - Fixed a common crash in `audio_sanity_check`.
360 lines
No EOL
7.2 KiB
Lua
360 lines
No EOL
7.2 KiB
Lua
math.randomseed(get_time())
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_SyncTable = {
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__index = function (t,k)
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local _table = rawget(t, '_table')
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return _table[k]
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end,
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__newindex = function (t,k,v)
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local _table = rawget(t, '_table')
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if _table[k] == v then return end
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_set_sync_table_field(t, k, v)
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end
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}
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_ReadOnlyTable = {
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__index = function (t,k)
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local _table = rawget(t, '_table')
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return _table[k]
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end,
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__newindex = function (t,k,v)
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end
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}
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--------------------
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-- math functions --
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--------------------
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--- @param dest Vec3f
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--- @param src Vec3f
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--- @return Vec3f
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function vec3f_copy(dest, src)
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dest.x = src.x
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dest.y = src.y
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dest.z = src.z
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return dest
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end
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--- @param dest Vec3f
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--- @param x number
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--- @param y number
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--- @param z number
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--- @return Vec3f
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function vec3f_set(dest, x, y, z)
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dest.x = x
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dest.y = y
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dest.z = z
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return dest
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end
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--- @param dest Vec3f
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--- @param a Vec3f
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--- @return Vec3f
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function vec3f_add(dest, a)
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dest.x = dest.x + a.x
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dest.y = dest.y + a.y
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dest.z = dest.z + a.z
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return dest
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end
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--- @param dest Vec3f
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--- @param a Vec3f
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--- @param b Vec3f
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--- @return Vec3f
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function vec3f_sum(dest, a, b)
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dest.x = a.x + b.x
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dest.y = a.y + b.y
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dest.z = a.z + b.z
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return dest
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end
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--- @param dest Vec3f
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--- @param a number
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--- @return Vec3f
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function vec3f_mul(dest, a)
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dest.x = dest.x * a
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dest.y = dest.y * a
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dest.z = dest.z * a
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return dest
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end
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--- @param dest Vec3f
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--- @return Vec3f
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function vec3f_normalize(dest)
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local divisor = math.sqrt(dest.x * dest.x + dest.y * dest.y + dest.z * dest.z)
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if divisor == 0 then
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return dest
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end
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local invsqrt = 1.0 / divisor
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dest.x = dest.x * invsqrt
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dest.y = dest.y * invsqrt
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dest.z = dest.z * invsqrt
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return dest
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end
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--- @param a Vec3f
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--- @return number
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function vec3f_length(a)
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return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z)
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end
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--- @param a Vec3f
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--- @param b Vec3f
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--- @return number
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function vec3f_dot(a, b)
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return a.x * b.x + a.y * b.y + a.z * b.z
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end
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--- @param vec Vec3f
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--- @param onto Vec3f
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--- @return Vec3f
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function vec3f_project(vec, onto)
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local numerator = vec3f_dot(vec, onto)
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local denominator = vec3f_dot(onto, onto)
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local out = {}
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vec3f_copy(out, onto)
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vec3f_mul(out, numerator / denominator)
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return out
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end
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--- @param v1 Vec3f
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--- @param v2 Vec3f
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--- @return number
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function vec3f_dist(v1, v2)
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dx = v1.x - v2.x
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dy = v1.y - v2.y
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dz = v1.z - v2.z
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return math.sqrt(dx * dx + dy * dy + dz * dz)
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end
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--- @param dest Vec3s
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--- @param src Vec3s
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--- @return Vec3s
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function vec3s_copy(dest, src)
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dest.x = src.x
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dest.y = src.y
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dest.z = src.z
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return dest
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end
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--- @param dest Vec3s
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--- @param x number
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--- @param y number
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--- @param z number
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--- @return Vec3s
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function vec3s_set(dest, x, y, z)
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dest.x = x
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dest.y = y
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dest.z = z
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return dest
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end
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--- @param dest Vec3s
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--- @param a Vec3s
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--- @return Vec3s
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function vec3s_add(dest, a)
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dest.x = dest.x + a.x
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dest.y = dest.y + a.y
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dest.z = dest.z + a.z
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return dest
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end
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--- @param dest Vec3s
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--- @param a Vec3s
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--- @param b Vec3s
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--- @return Vec3s
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function vec3s_sum(dest, a, b)
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dest.x = a.x + b.x
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dest.y = a.y + b.y
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dest.z = a.z + b.z
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return dest
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end
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--- @param dest Vec3s
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--- @param a number
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--- @return Vec3s
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function vec3s_mul(dest, a)
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dest.x = dest.x * a
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dest.y = dest.y * a
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dest.z = dest.z * a
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return dest
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end
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--- @param v1 Vec3s
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--- @param v2 Vec3s
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--- @return number
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function vec3s_dist(v1, v2)
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dx = v1.x - v2.x
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dy = v1.y - v2.y
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dz = v1.z - v2.z
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return math.sqrt(dx * dx + dy * dy + dz * dz)
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end
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--- @param current number
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--- @param target number
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--- @param inc number
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--- @param dec number
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--- @return number
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function approach_f32(current, target, inc, dec)
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if current < target then
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current = current + inc
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if current > target then
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current = target
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end
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else
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current = current - dec
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if current < target then
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current = target
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end
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end
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return current
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end
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--- @param current integer
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--- @param target integer
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--- @param inc integer
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--- @param dec integer
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--- @return integer
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function approach_s32(current, target, inc, dec)
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if current < target then
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current = current + inc
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if current > target then
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current = target
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end
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else
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current = current - dec
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if current < target then
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current = target
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end
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end
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-- keep within 32 bits
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if current > 2147483647 then
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current = -2147483648 + (current - 2147483647)
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elseif current < -2147483648 then
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current = 2147483647 + (current - (-2147483648))
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end
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return current
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end
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-----------
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-- sound --
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-----------
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--- @type Vec3f
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gGlobalSoundSource = { x = 0, y = 0, z = 0 }
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--- @param bank number
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--- @param soundID number
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--- @param priority number
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--- @param flags number
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--- @return number
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function SOUND_ARG_LOAD(bank, soundID, priority, flags)
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if flags == nil then flags = 0 end
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return (bank << 28) | (soundID << 16) | (priority << 8) | flags | SOUND_STATUS_WAITING
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end
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-------------
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-- courses --
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-------------
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--- @type integer
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COURSE_NONE = 0
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--- @type integer
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COURSE_BOB = 1
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--- @type integer
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COURSE_WF = 2
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--- @type integer
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COURSE_JRB = 3
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--- @type integer
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COURSE_CCM = 4
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--- @type integer
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COURSE_BBH = 5
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--- @type integer
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COURSE_HMC = 6
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--- @type integer
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COURSE_LLL = 7
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--- @type integer
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COURSE_SSL = 8
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--- @type integer
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COURSE_DDD = 9
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--- @type integer
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COURSE_SL = 10
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--- @type integer
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COURSE_WDW = 11
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--- @type integer
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COURSE_TTM = 12
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--- @type integer
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COURSE_THI = 13
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--- @type integer
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COURSE_TTC = 14
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--- @type integer
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COURSE_RR = 15
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--- @type integer
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COURSE_BITDW = 16
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--- @type integer
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COURSE_BITFS = 17
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--- @type integer
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COURSE_BITS = 18
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--- @type integer
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COURSE_PSS = 19
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--- @type integer
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COURSE_COTMC = 20
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--- @type integer
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COURSE_TOTWC = 21
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--- @type integer
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COURSE_VCUTM = 22
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--- @type integer
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COURSE_WMOTR = 23
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--- @type integer
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COURSE_SA = 24
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--- @type integer
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COURSE_CAKE_END = 25
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--- @type integer
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COURSE_END = 26
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--- @type integer
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COURSE_MAX = 25
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--- @type integer
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COURSE_COUNT = 25
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--- @type integer
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COURSE_MIN = 1
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------------------------------
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-- player palette functions --
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------------------------------
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--- @param np NetworkPlayer
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--- @param part PlayerPart
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--- @return Color
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function network_player_get_palette_color(np, part)
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local color = {
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r = network_player_get_palette_color_channel(np, part, 0),
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g = network_player_get_palette_color_channel(np, part, 1),
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b = network_player_get_palette_color_channel(np, part, 2)
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}
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return color
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end
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--- @param np NetworkPlayer
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--- @param part PlayerPart
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--- @return Color
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function network_player_get_override_palette_color(np, part)
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local color = {
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r = network_player_get_override_palette_color_channel(np, part, 0),
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g = network_player_get_override_palette_color_channel(np, part, 1),
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b = network_player_get_override_palette_color_channel(np, part, 2)
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}
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return color
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end
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-----------------
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-- legacy font --
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-----------------
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FONT_TINY = -1 |