Misc adjustments to recent PRs

Switched from manual checking of Luigi to using new Character structs
Synchronized cap spawning for mario_blow_off_cap()
Added declarations for network_send_death() and network_receive_death()
This commit is contained in:
MysterD 2020-10-16 03:59:24 -07:00
parent 05fd683c64
commit 2b0f892251
7 changed files with 56 additions and 37 deletions

View file

@ -291,12 +291,7 @@ static void klepto_act_dive_at_mario(void) {
&& !(marioState->action & (ACT_FLAG_SHORT_HITBOX | ACT_FLAG_BUTT_OR_STOMACH_SLIDE))
&& distanceToPlayer < 200.0f && dy > 50.0f && dy < 90.0f) {
if (network_owns_object(o) && mario_lose_cap_to_enemy(marioState, 1)) {
u8 isLuigi = (gNetworkType == NT_SERVER) ? (marioState->playerIndex != 0) : (marioState->playerIndex == 0);
if (isLuigi) {
o->oAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP_LUIGI;
} else {
o->oAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP;
}
o->oAnimState = marioState->character->capKleptoAnimState;
network_send_object(o);
}
}
@ -419,10 +414,18 @@ void bhv_klepto_update(void) {
if (obj_handle_attacks(&sKleptoHitbox, o->oAction, sKleptoAttackHandlers)) {
cur_obj_play_sound_2(SOUND_OBJ_KLEPTO2);
if (network_owns_object(o) && (o->oAnimState == KLEPTO_ANIM_STATE_HOLDING_CAP || o->oAnimState == KLEPTO_ANIM_STATE_HOLDING_CAP_LUIGI)) {
u8 kleptoHoldingCap = FALSE;
u32 capModel = MODEL_MARIOS_CAP;
for (int i = 0; i < CT_MAX; i++) {
if (o->oAnimState == gCharacters[i].capKleptoAnimState) {
kleptoHoldingCap = TRUE;
capModel = gCharacters[i].capModelId;
}
}
if (network_owns_object(o) && kleptoHoldingCap) {
save_file_clear_flags(SAVE_FLAG_CAP_ON_KLEPTO);
u8 capModel = (o->oAnimState == KLEPTO_ANIM_STATE_HOLDING_CAP) ? MODEL_MARIOS_CAP : MODEL_LUIGIS_CAP;
struct Object* cap = spawn_object(o, capModel, bhvNormalCap);
struct Object* spawn_objects[] = { cap };

View file

@ -688,12 +688,7 @@ void bhv_ukiki_loop(void) {
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!is_player_active(&gMarioStates[i])) { continue; }
if (!does_mario_have_hat(&gMarioStates[i])) {
u8 isLuigi = (gNetworkType == NT_SERVER) ? (gMarioStates[i].playerIndex != 0) : (gMarioStates[i].playerIndex == 0);
if(isLuigi) {
o->oAnimState = UKIKI_ANIM_STATE_HAT_ON_LUIGI;
} else {
o->oAnimState = UKIKI_ANIM_STATE_HAT_ON;
}
o->oAnimState = gMarioStates[i].character->capUkikiAnimState;
break;
}
}

View file

@ -1,16 +1,23 @@
#include "characters.h"
#include "hud.h"
#include "model_ids.h"
#include "object_constants.h"
struct Character gCharacters[CT_MAX] = {
[CT_MARIO] = {
.hudHead = ',',
.cameraHudHead = GLYPH_CAM_MARIO_HEAD,
.modelId = MODEL_MARIO,
.capModelId = MODEL_MARIOS_CAP,
.capKleptoAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP,
.capUkikiAnimState = UKIKI_ANIM_STATE_HAT_ON,
},
[CT_LUIGI] = {
.hudHead = '.',
.cameraHudHead = GLYPH_CAM_LUIGI_HEAD,
.modelId = MODEL_LUIGI,
.capModelId = MODEL_LUIGIS_CAP,
.capKleptoAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP_LUIGI,
.capUkikiAnimState = UKIKI_ANIM_STATE_HAT_ON_LUIGI,
},
};

View file

@ -15,6 +15,9 @@ struct Character {
char hudHead;
u32 cameraHudHead;
u32 modelId;
u32 capModelId;
s32 capKleptoAnimState;
s32 capUkikiAnimState;
};
extern struct Character gCharacters[];

View file

@ -380,6 +380,7 @@ u32 does_mario_have_hat(struct MarioState *m) {
}
void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
if (m->playerIndex != 0) { return; }
struct Object *capObject;
if (does_mario_have_hat(m)) {
@ -387,8 +388,8 @@ void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
u8 isLuigi = (gNetworkType == NT_SERVER) ? (m->playerIndex != 0) : (m->playerIndex == 0);
capObject = spawn_object(m->marioObj, isLuigi ? MODEL_LUIGIS_CAP : MODEL_MARIOS_CAP, bhvNormalCap);
u8 capModel = m->character->capModelId;
capObject = spawn_object(m->marioObj, capModel, bhvNormalCap);
capObject->oPosY += (m->action & ACT_FLAG_SHORT_HITBOX) ? 120.0f : 180.0f;
capObject->oForwardVel = capSpeed;
@ -397,6 +398,13 @@ void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
if (m->forwardVel < 0.0f) {
capObject->oMoveAngleYaw = (s16)(capObject->oMoveAngleYaw + 0x8000);
}
// set as it's own parent so we can spawn it over the network
capObject->parentObj = capObject;
struct Object* spawn_objects[] = { capObject };
u32 models[] = { capModel };
network_send_spawn_objects(spawn_objects, models, 1);
}
}

View file

@ -167,4 +167,8 @@ void network_receive_instant_warp(struct Packet* p);
void network_send_network_players(void);
void network_receive_network_players(struct Packet* p);
// packet_death.c
void network_send_death(void);
void network_receive_death(struct Packet* p);
#endif

View file

@ -2,8 +2,6 @@
#include "sm64.h"
#include "../network.h"
extern struct MarioState gMarioStates[];
void network_send_death(void) {
if (gMarioStates[0].numLives < -1) { gMarioStates[0].numLives = -1; }
struct Packet p = { 0 };
@ -11,6 +9,7 @@ void network_send_death(void) {
packet_write(&p, &gMarioStates[0].numLives, sizeof(u8));
network_send(&p);
}
void network_receive_death(struct Packet* p) {
u8 numLives = 0;
packet_read(p, &numLives, sizeof(u8));