mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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8812fbac8b
Added new hook: HOOK_ALLOW_INTERACT: Called before Mario interacts with an object. Return true to allow the interaction. The hook signature is bool function(MarioState, Object, InteractionType) Added new HUD constants: enum HudDisplayValue: HUD_DISPLAY_LIVES HUD_DISPLAY_COINS HUD_DISPLAY_STARS HUD_DISPLAY_WEDGES HUD_DISPLAY_KEYS HUD_DISPLAY_FLAGS HUD_DISPLAY_TIMER enum HudDisplayFlags: HUD_DISPLAY_FLAGS_NONE HUD_DISPLAY_FLAGS_LIVES HUD_DISPLAY_FLAGS_COIN_COUNT HUD_DISPLAY_FLAGS_STAR_COUNT HUD_DISPLAY_FLAGS_CAMERA_AND_POWER HUD_DISPLAY_FLAGS_KEYS HUD_DISPLAY_FLAGS_UNKNOWN_0020 HUD_DISPLAY_FLAGS_TIMER HUD_DISPLAY_FLAGS_EMPHASIZE_POWER Added new HUD functions: s32 hud_get_value(enum HudDisplayValue type) void hud_set_value(enum HudDisplayValue type, s32 value) void hud_render_power_meter(s32 health, f32 x, f32 y, f32 width, f32 height)
240 lines
9.3 KiB
Markdown
240 lines
9.3 KiB
Markdown
## [:rewind: Lua Reference](lua.md)
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# Hooks
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Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in [functions](functions.md) allow Lua to trigger SM64 code.
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# Supported Hooks
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- [hook_behavior](#hook_behavior)
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- [hook_chat_command](#hook_chat_command)
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- [hook_event](#hook_event)
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- [hook_mario_action](#hook_mario_action)
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- [hook_on_sync_table_change](#hook_on_sync_table_change)
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<br />
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## [hook_behavior](#hook_behavior)
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`hook_behavior()` allows Lua mods to override existing behaviors or create new ones.
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### Parameters
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| Field | Type | Notes |
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| ----- | ---- | ----- |
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| behaviorId | [enum BehaviorId](constants.md#enum-BehaviorId) | Set to `nil` to create a new behavior |
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| objectList | [enum ObjectList](constants.md#enum-ObjectList) | |
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| replaceBehavior | `bool` | Prevents the original behavior code from running |
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| initFunction | `Lua Function` ([Object](structs.md#Object) obj) | Runs once per object |
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| loopFunction | `Lua Function` ([Object](structs.md#Object) obj) | Runs once per frame per object |
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### Returns
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- [enum BehaviorId](constants.md#enum-BehaviorId)
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### Lua Example
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```lua
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function bhv_example_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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network_init_object(obj, true, nil)
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end
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function bhv_example_loop(obj)
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obj.oPosY = obj.oPosY + 1
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end
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id_bhvExample = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_example_init, bhv_example_loop)
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```
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[:arrow_up_small:](#)
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<br />
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## [hook_chat_command](#hook_chat_command)
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`hook_chat_command()` allows Lua mods to react and respond to chat commands. Chat commands start with the `/` character. The function the mod passes to the hook should return `true` when the command was valid and `false` otherwise.
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| command | `string` |
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| description | `string` |
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| func | `Lua Function` (`string` message) -> `bool` |
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### Lua Example
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```lua
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function on_test_command(msg)
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if msg == 'on' then
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djui_chat_message_create('Test: enabled')
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return true
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elseif msg == 'off' then
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djui_chat_message_create('Test: disabled')
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return true
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end
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return false
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end
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hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)
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```
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[:arrow_up_small:](#)
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<br />
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## [hook_event](#hook_event)
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The lua functions sent to `hook_event()` will be automatically called by SM64 when certain events occur.
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### [Hook Event Types](#Hook-Event-Types)
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| Type | Description | Parameters |
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| :--- | :---------- | :--------- |
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| HOOK_UPDATE | Called once per frame | None |
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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_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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| HOOK_ON_PLAYER_DISCONNECTED | Called when a player disconnects | [MarioState](structs.md#MarioState) disconnector |
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| HOOK_ON_HUD_RENDER | Called when the HUD is being rendered | None |
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| HOOK_ALLOW_INTERACT | Called before mario interacts with an object, return `true` to allow the interaction | [MarioState](structs.md#MarioState) interactor, [Object](structs.md#Object) interactee, [enum InteractionType](constants.md#enum-InteractionType) interactType |
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| HOOK_ON_INTERACT | Called when mario interacts with an object | [MarioState](structs.md#MarioState) interactor, [Object](structs.md#Object) interactee, [enum InteractionType](constants.md#enum-InteractionType) interactType, bool interactValue |
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| HOOK_ON_LEVEL_INIT | Called when the level is initialized | None |
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| HOOK_ON_WARP | Called when the local player warps | None |
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| HOOK_ON_SYNC_VALID | Called when the current area is synchronized | None |
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| HOOK_ON_OBJECT_UNLOAD | Called when any object is unloaded | [Object](structs.md#Object) unloadedObject |
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| HOOK_ON_SYNC_OBJECT_UNLOAD | Called when any networked object is unloaded | [Object](structs.md#Object) unloadedObject |
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| HOOK_ON_PAUSE_EXIT | Called when the local player exits through the pause screen, return `false` to prevent the exit | `boolean` usedExitToCastle |
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| HOOK_GET_STAR_COLLECTION_DIALOG | Called when the local player collects a star, return a [DialogId](constants.md#enum-DialogId) to show a message | None |
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| HOOK_ON_SET_CAMERA_MODE | Called when the camera mode gets set, return `false` to prevent the camera mode from being set | [Camera](structs.md#Camera), `integer` mode, `integer` frames |
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| HOOK_ON_OBJECT_RENDER | Called right before an object is rendered. **Note:** You must set the `hookRender` field of the object to a non-zero value | [Object](structs.md#Object) renderedObj |
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| HOOK_ON_DEATH | Called when the local player dies, return `false` to prevent normal death sequence | [MarioState](structs.md#MarioState) localMario |
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| HOOK_ON_PACKET_RECEIVE | Called when the mod receives a packet that used `network_send()` or `network_send_to()` | `table` dataTable |
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| hook_event_type | [HookEventType](#Hook-Event-Types) |
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| func | `Lua Function` (`...`) |
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### Lua Example
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The following example will print out a message 16 times per frame (once for every possible player).
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```lua
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function mario_update(m)
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print('Mario update was called for player index ', m.playerIndex)
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end
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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```
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[:arrow_up_small:](#)
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<br />
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## [hook_mario_action](#hook_mario_action)
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`hook_mario_action()` allows Lua mods to create new actions or override existing ones.
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| action_id | `integer` |
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| func | `Lua Function` ([MarioState](structs.md#MarioState) m) |
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| interaction_type | [enum InteractionFlag](constants.md#enum-InteractionFlag) <optional> |
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### Lua Example
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```lua
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ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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function act_wall_slide(m)
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
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m.vel.y = 72.0
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if m.forwardVel < 20.0 then
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m.forwardVel = 20.0
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end
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m.wallKickTimer = 0
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return rc
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end
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-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
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mario_set_forward_vel(m, -1.0)
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m.particleFlags = m.particleFlags | PARTICLE_DUST
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play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
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set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
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if perform_air_step(m, 0) == AIR_STEP_LANDED then
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mario_set_forward_vel(m, 0.0)
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if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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return set_mario_action(m, ACT_FREEFALL_LAND, 0)
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end
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end
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m.actionTimer = m.actionTimer + 1
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if m.wall == nil and m.actionTimer > 2 then
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mario_set_forward_vel(m, 0.0)
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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-- gravity
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m.vel.y = m.vel.y + 2
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return 0
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end
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function mario_on_set_action(m)
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-- wall slide
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if m.action == ACT_SOFT_BONK then
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m.faceAngle.y = m.faceAngle.y + 0x8000
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set_mario_action(m, ACT_WALL_SLIDE, 0)
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end
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end
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hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
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```
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[:arrow_up_small:](#)
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<br />
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## [hook_on_sync_table_change](#hook_on_sync_table_change)
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`hook_on_sync_table_change()` allows Lua mods to react to sync table changes.
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- `syncTable` parameter must be a sync table, e.g. [gGlobalSyncTable](globals.md#gGlobalSyncTable), [gPlayerSyncTable[]](globals.md#gPlayerSyncTable), or one of their child tables.
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- `field` parameter must be one of the fields in the `SyncTable`.
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- `tag` parameter can be any type, and is automatically passed to the callback.
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- `func` parameter must be a function with three parameters: `tag`, `oldVal`, and `newVal`.
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- `tag` will be the same `tag` passed into `hook_on_sync_table_change()`.
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- `oldVal` will be the value before it was set.
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- `newVal` will be the value that it was set to.
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| syncTable | `SyncTable` |
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| field | `value` |
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| tag | `value` |
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| func | `Lua Function` (`value` tag, `value` oldValue, `value` newValue) |
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### Lua Example
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```lua
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function on_testing_field_changed(tag, oldVal, newVal)
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print('testingField changed:', tag, ',', oldVal, '->', newVal)
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end
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hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)
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-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
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gGlobalSyncTable.testingField = 'hello'
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```
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[:arrow_up_small:](#)
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