sm64coopdx/docs/c/sections/smlua.md
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C Reference

SMLua

SMLua is what allows Lua to communicate with SM64. It's the backbone of the modding api, and it contains multiple features that makes development in C convenient.

Autogen

Autogen is the system in place to allow C functions to be generated into Lua functions automatically.

Autogen can be ran by running autogen/autogen.sh in the root directory of your project.

Autogen needs to be ran for a variety of reasons:

  • Anytime a function's name, parameter, or description is changed
  • Anytime a struct's name, or variable is changed
  • Anytime a enum's name, or contents is changed
  • Anytime a new function or struct is added
  • Anytime a hook event is added or modified
  • And much more

Adding functions, structs, and constants to autogen

Constants, functions, and structs are each handled in their own files.

  • convert_constants.py
  • convert_functions.py
  • convert_structs.py

Each file is laid out differently to account for their own needs, the only thing that's the same in each is in_files, which tells autogen to look for functions, constants, or structs in a specific file

Constants

Constants is the least used one, so it has the least to go over.

  • exclude_constants tells autogen to ignore specific constants. For instance, in djui_console.h, we don't want to include CONSOLE_MAX_TMP_BUFFER, Lua has no need for that constant, so we exclude it.
  • include_constants tells autogen to add specific constants, and ignore every other constant in that file. For instance, in mod_storage.h, there's a bunch of constants we don't want exposed to Lua, so instead of excluding them, we include the few we actually need.

Functions

Functions have quite a bit of options, so let's go over it:

  • override_allowed_functions is similar to include_constants, it tells autogen to add specific functions and ignore all other functions in the file. It proves especially useful for functions since frequently files contains tons of functions that shouldn't be exposed to Lua.
  • override_disallowed_functions is similar to exclude_constants, it tells autogen to ignore specific functions.
  • override_hide_functions tells autogen to not document the function. It still exists in SMLua, and Lua can call it, but it can't see it. This is typically used for deprecated functions.
  • override_function_version_excludes excludes functions from a specific version of the game. It doesn't have too much of a use anymore, so you can ignore it.

Functions have a unique feature of being able to be documented. In a header file where autogen reads the function and generates documentation and generates an SMLua implementation, you can define a description for the function above it. An example of it and the syntax is as the following:

/* |description|Behavior init function for NPC Toad|descriptionEnd| */
void bhv_toad_message_init(void);

It can also be multiline:

/* |description|
Checks if Mario's current animation has reached its final frame (i.e., the last valid frame in the animation).
Useful for deciding when to transition out of an animation-driven action
|descriptionEnd| */
s32 is_anim_at_end(struct MarioState *m);

Structs

Structs have the most options, so let's go through it:

  • override_field_types changes the type of a field in a struct to something else. It pretty much lies to lua about what it actually is. This usually isn't useful, but in specific scenarios it can be.
  • override_field_mutable tells autogen to make a specific field mutable and also make every other field immutable.
  • override_field_invisible tells autogen to hide a field from Lua. Unlike override_hide_functions, it makes the value not accessible at all.
  • override_field_deprecated tells autogen to mark certain fields as deprecated.
  • override_field_immutable tells autogen to make certain fields immutable.
  • override_field_version_excludes tells autogen to exclude specific fields depending on your version. Similarly to override_function_version_excludes, it doesn't have too much of a use anymore, so you can ignore it.
  • override_allowed_structs tells autogen to make specific structs visible and tangible to Lua, but remove all other structs from Lua.

Hook Events

Hook events are partially done through autogen and manual C code. Documentation for hooks is manually written out in hooks.md, and sometimes the implementation of a hook event is done manually.

Defining a hook event

Hook events are defined in 2 places, smlua_hooks.h, found in src/pc/lua, and smlua_hook_events.inl, also found in src/pc/lua.

If you want to create a hook, first go to smlua_hooks.h and find the LuaHookedEventType enum.

Scroll down to the bottom until you find HOOK_MAX. HOOK_MAX should always be at the very bottom of the enum, so move your custom hook one spot above it. Add your custom hook there.

Next, go to smlua_hook_events.inl. This is where the magic happens.

You can define your custom hook with SMLUA_EVENT_HOOK. Let's go over how it works and what the parameters are:

  • The very first parameter is your hook defined in smlua_hook.h
  • The next parameter is the hook event return type, here are the options:
enum LuaHookedEventReturn {
    HOOK_RETURN_NEVER,              // Never returns before calling all hooks for a given event, returns true if there is at least one successful callback call
    HOOK_RETURN_ON_SUCCESSFUL_CALL, // Returns true on first successful callback call, skipping next hooks for a given event
    HOOK_RETURN_ON_OUTPUT_SET,      // Returns true on output set after a successful call, skipping next hooks for a given event
};
  • To reiterate, HOOK_RETURN_NEVER should be used if your hook should always go to every single mod. If you don't use HOOK_RETURN_NEVER, your hook may only be ran for one instance.
  • HOOK_RETURN_ON_SUCCESSFUL_CALL should be used if you don't want any other mods to use a hook call if the call succeeds for the first mod handling it. It's only used a few times, but it can come in handy.
  • HOOK_RETURN_ON_OUTPUT_SET should be used if you don't want any mod to access a hook that had it's output set by Lua.
  • If these 3 hook return types don't cover what you are looking for, you need to make a custom implementation, mark this parameter with an _ if you want to do a custom implementation.
  • Every argument after is the parameters and return values for Lua, and they are optional. Parameters come first, insert the parameters you want Lua to receive, for instance, struct MarioState* m to allow Lua to receive a mario state in the hook event call.
  • After parameters comes output, or return values. This is optional. To define an output parameter, use the OUTPUT macro.
  • Here is an example hook showcasing this:
// Never end the hook early, so use HOOK_RETURN_NEVER, pass in the current mario state and the hazard types as parameters to lua. Request a boolean from Lua to decide if the hazard should be registered or not.
SMLUA_EVENT_HOOK(HOOK_ALLOW_HAZARD_SURFACE, HOOK_RETURN_NEVER, struct MarioState *m, s32 hazardType, OUTPUT bool *allowHazard)

Calling a hook event from C

Hook events can be called via the smlua_call_event_hooks. The best way to explain this function is with an example. Let's use that same hook, HOOK_ALLOW_HAZARD_SURFACE.

bool allowHazard = true;
smlua_call_event_hooks(HOOK_ALLOW_HAZARD_SURFACE, m, HAZARD_TYPE_LAVA_WALL, &allowHazard);
  • First, the hook name defined in the LuaHookedEventType is inserted.
  • Each parameter that comes after that follows the same layout as defined in the SMLUA_EVENT_HOOK call, including the output.
  • The output should be a reference so the function can properly set the variable.
  • If Lua doesn't return anything, the output passed into the function stays as what it was originally, so it serves as a default value. That's why allowHazard is set to true.

After all these changes, remember to rerun autogen. Once that's done, you should have your hook into the game, test it and make sure everything works!