sm64coopdx/autogen/lua_definitions/manual.lua
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Add bytestring packets for mods to use (#866)
Adds network_send_bytestring(), network_send_bytestring_to(), and
HOOK_ON_PACKET_BYTESTRING_RECEIVE

This is as close to raw bytes as you can get in lua. It allows you
to efficiently pack as much data as possible into each packet.

The existing network_send() was built for ease of use, but is quite
inefficient when you want to send a lot of data. Each number or int
field in the table amounts to 9 bytes for the key and 9 bytes for the
value. (amounting to 18 bytes per value). Whereas with the new method
you can pack that information into 1, 2, 4, or 8 bytes depending on
your type's size.

---------

Co-authored-by: MysterD <myster@d>
2025-06-30 11:24:39 +10:00

504 lines
21 KiB
Lua

-------------
-- globals --
-------------
--- @type MarioState[]
--- Array of `MarioState`s, from 0 to `MAX_PLAYERS` - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
gMarioStates = {}
--- @type NetworkPlayer[]
--- Array of `NetworkPlayer`s, from 0 to `MAX_PLAYERS` - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
gNetworkPlayers = {}
--- @type Mod[]
--- Array of all mods loaded, starting from 0
--- - All mods are loaded in the same order for every player
--- - Index 0 is the first mod in the list (the top of the mod list)
gActiveMods = {}
--- @type Character[]
--- Array of every character, from 0 to `CT_MAX` - 1
--- - The contents or order of the characters can never change
gCharacters = {}
--- @type Controller[]
--- Array of every controller, from 0 to `MAX_PLAYERS` - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
gControllers = {}
--- @type Pointer_Mat4[]
--- Matrix stack used during geo process
--- - Only has an effect when used in a geo process hook
gMatStack = {}
--- @type Pointer_Mat4[]
--- Matrix stack used during geo process
--- - Only has an effect when used in a geo process hook
gMatStackPrev = {}
--- @type GlobalTextures
--- Struct containing HUD glyph textures
gTextures = {}
--- @type GlobalObjectAnimations
--- Struct containing every object animation
gObjectAnimations = {}
--- @type GlobalObjectCollisionData
--- Struct containing all object collision data
gGlobalObjectCollisionData = {}
--- @type PaintingValues
--- Struct containing all paintings and their fields
gPaintingValues = {}
--- @alias SyncTable table
--- @type SyncTable
--- 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
gGlobalSyncTable = {}
--- @type SyncTable[]
--- 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
gPlayerSyncTable = {}
--- @type LevelValues
--- Struct containing fields that modify specific gameplay or level properties
gLevelValues = {}
--- @type BehaviorValues
--- Struct containing fields that modify specific object behavior properties
gBehaviorValues = {}
--- @type FirstPersonCamera
--- Struct that contains the fields for the first person camera
gFirstPersonCamera = {}
--- @type LakituState
--- The primary struct that controls the camera
--- - Local player only
gLakituState = {}
--- @type ServerSettings
--- Struct containing the settings for the server
--- - enablePlayersInLevelDisplay and enablePlayerList are not synced
gServerSettings = {}
--- @type NametagsSettings
--- Struct containing the settings for Nametags
gNametagsSettings = {}
--- @type Camera
--- Struct contaning camera fields
--- - This camera is the same as `gMarioStates[i].area.camera` or `gCurrentArea.camera`
gCamera = {}
-----------
-- hooks --
-----------
--- @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
function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction, behaviorName)
-- ...
end
--- @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
function hook_chat_command(command, description, func)
-- ...
end
--- @param command string The command to change the description of
--- @param description string The description to change to
function update_chat_command_description(command, description)
-- ...
end
--- @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.
function hook_event(hookEventType, func)
-- ...
end
--- @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
function hook_mario_action(actionId, funcOrFuncTable, interactionType)
-- ...
end
--- @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
function hook_on_sync_table_change(syncTable, field, tag, func)
-- ...
end
--- @param message string The message for the text to show
--- @return integer
--- Hooks DJUI text into the mod menu
function hook_mod_menu_text(message)
-- ...
end
--- @param name string The text to show on the button
--- @param func fun(index:integer) The function that is called when the button is pressed
--- @return integer
--- Hooks a DJUI button into the mod menu
function hook_mod_menu_button(name, func)
-- ...
end
--- @param name string The text to show on the left
--- @param defaultValue boolean The default state of the checkbox
--- @param func fun(index:integer, value:boolean) The function that is called when the checkbox is changed
--- @return integer
--- Hooks a DJUI checkbox into the mod menu
function hook_mod_menu_checkbox(name, defaultValue, func)
-- ...
end
--- @param name string The text to show on the left
--- @param defaultValue integer The default value of the slider
--- @param min integer The lowest the slider can go
--- @param max integer The highest the slider can go
--- @param func fun(index:integer, value:integer) The function that is called when the value of the slider changes
--- @return integer
--- Hooks a DJUI slider into the mod menu
function hook_mod_menu_slider(name, defaultValue, min, max, func)
-- ...
end
--- @param name string The text to show on the left
--- @param defaultValue string The default text in the inputbox
--- @param stringLength integer The max length of the inputbox
--- @param func fun(index:integer, value:string) The function that is called when the value of the inputbox changes
--- @return integer
--- Hooks a DJUI inputbox into the mod menu
function hook_mod_menu_inputbox(name, defaultValue, stringLength, func)
-- ...
end
--- @param index integer The index of the element in the order in which they were hooked
--- @param name string The name to change to
--- Updates a mod menu element's text
--- - NOTE: `index` is zero-indexed
function update_mod_menu_element_name(index, name)
-- ...
end
--- @param index integer The index of the element in the order in which they were hooked
--- @param value boolean The boolean value to change to
--- Updates a mod menu checkbox element's boolean value
--- - NOTE: `index` is zero-indexed
function update_mod_menu_element_checkbox(index, value)
-- ...
end
--- @param index integer The index of the element in the order in which they were hooked
--- @param value number The number value to change to
--- Updates a mod menu slider element's numerical value
--- - NOTE: `index` is zero-indexed
function update_mod_menu_element_slider(index, value)
-- ...
end
--- @param index integer The index of the element in the order in which they were hooked
--- @param value string The text to change to
--- Updates a mod menu inputbox element's string value
--- - NOTE: `index` is zero-indexed
function update_mod_menu_element_inputbox(index, value)
-- ...
end
---------------
-- functions --
---------------
--- @param objFieldTable table<any, "u32"|"s32"|"f32">
--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"`
function define_custom_obj_fields(objFieldTable)
-- ...
end
--- @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
--- All synced fields must start with `o` and there should not be any keys, just values
function network_init_object(object, standardSync, fieldTable)
-- ...
end
--- @param object Object Object to sync
--- @param reliable boolean Whether or not the game should try to resend the packet in case it gets lost, good for important packets
--- Sends a sync packet to sync up the object with everyone else
function network_send_object(object, reliable)
-- ...
end
--- @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<string, number|boolean|string|nil> Table of values to be included in the packet
--- Sends a global Lua packet with the values of `dataTable`. Received with the `HOOK_ON_PACKET_RECEIVE` hook.
function network_send(reliable, dataTable)
-- ...
end
--- @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
--- Sends a Lua packet with the values of `dataTable` to a specific client through local indices. Received with the `HOOK_ON_PACKET_RECEIVE` hook.
function network_send_to(toLocalIndex, reliable, dataTable)
-- ...
end
--- @param reliable boolean Whether or not the game should try to resend the packet in case its lost, good for important packets
--- @param bytestring string The bytestring to be included in the packet
--- Sends a global Lua packet with the bytestring of `bytestring`. Received with the `HOOK_ON_PACKET_BYTESTRING_RECEIVE` hook.
function network_send_bytestring(reliable, bytestring)
-- ...
end
--- @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 bytestring string The bytestring to be included in the packet
--- Sends a Lua packet with the bytestring of `bytestring` to a specific client through local indices. Received with the `HOOK_ON_PACKET_BYTESTRING_RECEIVE` hook.
function network_send_bytestring_to(toLocalIndex, reliable, bytestring)
-- ...
end
--- @param textureName string The texture name
--- @return TextureInfo
--- Gets the `TextureInfo` of a texture by name
--- - Note: This also works with vanilla textures
function get_texture_info(textureName)
-- ...
end
--- @param texInfo TextureInfo The texture
--- @param x number Where the texture is horizontally (left anchored)
--- @param y number Where the texture is vertically (top anchored)
--- @param scaleW number The scaled width of the texture
--- @param scaleH number The scaled height of the texture
--- Renders a texture to the screen
function djui_hud_render_texture(texInfo, x, y, scaleW, scaleH)
-- ...
end
--- @param texInfo TextureInfo The texture
--- @param x number Where the texture is horizontally (left anchored)
--- @param y number Where the texture is vertically (top anchored)
--- @param scaleW number The scaled width of the texture
--- @param scaleH number The scaled height of the texture
--- @param tileX number Where the tile is horizontally (left anchored)
--- @param tileY number Where the tile is vertically (top anchored)
--- @param tileW number The width of the tile
--- @param tileH number The height of the tile
--- Renders a tile of a texture to the screen
function djui_hud_render_texture_tile(texInfo, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
-- ...
end
--- @param texInfo TextureInfo The texture
--- @param prevX number Where the texture previously was horizontally (left anchored)
--- @param prevY number Where the texture previously was vertically (top anchored)
--- @param prevScaleW number The previous scaled width of the texture
--- @param prevScaleH number The previous scaled height of the texture
--- @param x number Where the texture is horizontally (left anchored)
--- @param y number Where the texture is vertically (top anchored)
--- @param scaleW number The scaled width of the texture
--- @param scaleH number The scaled height of the texture
--- Renders an interpolated texture to the screen
function djui_hud_render_texture_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH)
-- ...
end
--- @param texInfo TextureInfo The texture
--- @param prevX number Where the texture previously was horizontally (left anchored)
--- @param prevY number Where the texture previously was vertically (top anchored)
--- @param prevScaleW number The previous scaled width of the texture
--- @param prevScaleH number The previous scaled height of the texture
--- @param x number Where the texture is horizontally (left anchored)
--- @param y number Where the texture is vertically (top anchored)
--- @param scaleW number The scaled width of the texture
--- @param scaleH number The scaled height of the texture
--- @param tileX number Where the tile is horizontally (left anchored)
--- @param tileY number Where the tile is vertically (top anchored)
--- @param tileW number The width of the tile
--- @param tileH number The height of the tile
--- Renders an interpolated tile of a texture to the screen
function djui_hud_render_texture_tile_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
-- ...
end
--- @param textureName string The name of the texture
--- @param overrideTexInfo TextureInfo The texture to override with
--- Overrides a texture with a custom `TextureInfo`
--- - `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
function texture_override_set(textureName, overrideTexInfo)
-- ...
end
--- @param textureName string The name of the texture
--- Resets an overridden texture
function texture_override_reset(textureName)
-- ...
end
--- @class BehaviorData
--- @field behavior BehaviorId
--- @field behaviorArg integer
--- @param levelNum LevelNum | integer
--- @param func fun(areaIndex:number, bhvData:BehaviorData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[])
--- 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 nine fields: 'behavior', 'behaviorArg', 'model', 'posX', 'posY', 'posZ', 'pitch', 'yaw' and 'roll'
--- - `MACRO` command: only `macroBhvIds`, `macroBhvArgs` and 'macroBhvModels' are filled. `macroBhvIds` is a list of behavior ids. `macroBhvArgs` is a list of behavior params. 'macroBhvModels' is a list of model ids. All lists have the same size and start at index 0
function level_script_parse(levelNum, func)
-- ...
end
--- @param name string The name of the animation
--- @param flags integer The flags of the animation (`ANIM_FLAG_*`)
--- @param animYTransDivisor integer The vertical animation translation divisor
--- @param startFrame integer What frame the animation starts on
--- @param loopStart integer When the loop starts
--- @param loopEnd integer When the loop ends
--- @param values table The table containing animation values
--- @param index table The table containing animation indices
--- Registers an animation that can be used in objects if `smlua_anim_util_set_animation` is called
function smlua_anim_util_register_animation(name, flags, animYTransDivisor, startFrame, loopStart, loopEnd, values, index)
-- ...
end
--- @param message string The message to log
--- @param level? ConsoleMessageLevel Optional; Determines whether the message should appear as info, a warning or an error.
--- Logs a message to the in-game console
function log_to_console(message, level)
-- ...
end
--- @param index integer The index of the scroll target, should match up with the behavior param of `RM_Scroll_Texture` or `editor_Scroll_Texture`
--- @param name string The name of the vertex buffer that should be used while scrolling the texture
--- Registers a vertex buffer to be used for a scrolling texture. Should be used with `RM_Scroll_Texture` or `editor_Scroll_Texture`
function add_scroll_target(index, name)
-- ...
end
--- @param startX number Start position X
--- @param startY number Start position Y
--- @param startZ number Start position Z
--- @param dirX number Direction X
--- @param dirY number Direction Y
--- @param dirZ number Direction Z
--- @param precision? number Optional; How precise the raycast should be. The default value is 3.0, the higher the number, the more precise.
--- @return RayIntersectionInfo
--- Shoots a raycast from `startX`, `startY`, and `startZ` in the direction of `dirX`, `dirY`, and `dirZ`
function collision_find_surface_on_ray(startX, startY, startZ, dirX, dirY, dirZ, precision)
-- ...
end
--- @param contents ExclamationBoxContent[]
--- Sets the contents that the exclamation box spawns.
--- A single content has 5 keys: `id`, `unused`, `firstByte`, `model`, and `behavior`
--- * `id`: Required; what value the box's oBehParams2ndByte needs to be to spawn this object
--- * `unused`: Optional; unused by vanilla
--- * `firstByte`: Optional; Overrides the 1st byte given to the spawned object
--- * `model`: Required; The model that the object will spawn with. Uses `ModelExtendedId`
--- * `behavior`: Required; The behavior ID that the object will spawn with. Uses `BehaviorId`
function set_exclamation_box_contents(contents)
-- ...
end
--- @return ExclamationBoxContent[]
--- Gets the contents that the exclamation box spawns
--- A single content has 5 keys: `id`, `unused`, `firstByte`, `model`, and `behavior`
--- * `id`: Required; what value the box's oBehParams2ndByte needs to be to spawn this object
--- * `unused`: Optional; unused by vanilla
--- * `firstByte`: Optional; Overrides the 1st byte given to the spawned object
--- * `model`: Required; The model that the object will spawn with. Uses `ModelExtendedId`
--- * `behavior`: Required; The behavior ID that the object will spawn with. Uses `BehaviorId`
function get_exclamation_box_contents()
-- ...
end
--- @param node GraphNode | FnGraphNode
--- @return GraphNode | GraphNodeAnimatedPart | GraphNodeBackground | GraphNodeBillboard | GraphNodeCamera | GraphNodeCullingRadius | GraphNodeDisplayList | GraphNodeGenerated | GraphNodeHeldObject | GraphNodeLevelOfDetail | GraphNodeMasterList | GraphNodeObject | GraphNodeObjectParent | GraphNodeOrthoProjection | GraphNodePerspective | GraphNodeRotation | GraphNodeScale | GraphNodeShadow | GraphNodeStart | GraphNodeSwitchCase | GraphNodeTranslation | GraphNodeTranslationRotation
--- Returns the specific GraphNode(...) the node is part of.
--- Basically the reverse of `.node` or `.fnNode`
function cast_graph_node(node)
-- ...
end
--- @param str string
--- @return string
--- Removes color codes from a string
function get_uncolored_string(str)
-- ...
end
--- @param gfx Gfx
--- @param command string
--- @vararg integer | string | Gfx | Texture | Vtx Parameters for the command
--- Sets a display list command on the display list given.
---
--- If `command` includes parameter specifiers (subsequences beginning with `%`), the additional arguments
--- following `command` are converted and inserted in `command` replacing their respective specifiers.
---
--- The number of provided parameters must be equal to the number of specifiers in `command`,
--- and the order of parameters must be the same as the specifiers.
---
--- The following specifiers are allowed:
--- - `%i` for an `integer` parameter
--- - `%s` for a `string` parameter
--- - `%v` for a `Vtx` parameter
--- - `%t` for a `Texture` parameter
--- - `%g` for a `Gfx` parameter
function gfx_set_command(gfx, command, ...)
-- ...
end
--- @param name string
--- @return Pointer_Gfx
--- @return integer
--- Gets a display list of the current mod from its name.
--- Returns a pointer to the display list and its length
function gfx_get_from_name(name)
-- ...
end
--- @param name string
--- @return Pointer_Vtx
--- @return integer
--- Gets a vertex buffer of the current mod from its name.
--- Returns a pointer to the vertex buffering and its vertex count
function vtx_get_from_name(name)
-- ...
end