Fixed player interactions

This commit is contained in:
MysterD 2022-04-21 00:48:26 -07:00
parent d0c8b2f100
commit c8a0e6da10
5 changed files with 97 additions and 1 deletions

View file

@ -3760,6 +3760,14 @@ function get_door_save_file_flag(door)
-- ... -- ...
end end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_damage(m, interactType, o)
-- ...
end
--- @param m MarioState --- @param m MarioState
--- @param capSpeed number --- @param capSpeed number
--- @return nil --- @return nil
@ -3837,6 +3845,13 @@ function passes_pvp_interaction_checks(attacker, victim)
-- ... -- ...
end end
--- @param m MarioState
--- @param o Object
--- @return integer
function take_damage_and_knock_back(m, o)
-- ...
end
--- @param courseNum integer --- @param courseNum integer
--- @param levelNum integer --- @param levelNum integer
--- @param areaIndex integer --- @param areaIndex integer

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@ -732,6 +732,7 @@
- interaction.h - interaction.h
- [does_mario_have_normal_cap_on_head](#does_mario_have_normal_cap_on_head) - [does_mario_have_normal_cap_on_head](#does_mario_have_normal_cap_on_head)
- [get_door_save_file_flag](#get_door_save_file_flag) - [get_door_save_file_flag](#get_door_save_file_flag)
- [interact_damage](#interact_damage)
- [mario_blow_off_cap](#mario_blow_off_cap) - [mario_blow_off_cap](#mario_blow_off_cap)
- [mario_check_object_grab](#mario_check_object_grab) - [mario_check_object_grab](#mario_check_object_grab)
- [mario_drop_held_object](#mario_drop_held_object) - [mario_drop_held_object](#mario_drop_held_object)
@ -744,6 +745,7 @@
- [mario_stop_riding_object](#mario_stop_riding_object) - [mario_stop_riding_object](#mario_stop_riding_object)
- [mario_throw_held_object](#mario_throw_held_object) - [mario_throw_held_object](#mario_throw_held_object)
- [passes_pvp_interaction_checks](#passes_pvp_interaction_checks) - [passes_pvp_interaction_checks](#passes_pvp_interaction_checks)
- [take_damage_and_knock_back](#take_damage_and_knock_back)
<br /> <br />
@ -14407,6 +14409,28 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
<br /> <br />
## [interact_damage](#interact_damage)
### Lua Example
`local integerValue = interact_damage(m, interactType, o)`
### Parameters
| Field | Type |
| ----- | ---- |
| m | [MarioState](structs.md#MarioState) |
| interactType | `integer` |
| o | [Object](structs.md#Object) |
### Returns
- `integer`
### C Prototype
`u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o);`
[:arrow_up_small:](#)
<br />
## [mario_blow_off_cap](#mario_blow_off_cap) ## [mario_blow_off_cap](#mario_blow_off_cap)
### Lua Example ### Lua Example
@ -14652,6 +14676,27 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
<br /> <br />
## [take_damage_and_knock_back](#take_damage_and_knock_back)
### Lua Example
`local integerValue = take_damage_and_knock_back(m, o)`
### Parameters
| Field | Type |
| ----- | ---- |
| m | [MarioState](structs.md#MarioState) |
| o | [Object](structs.md#Object) |
### Returns
- `integer`
### C Prototype
`u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o);`
[:arrow_up_small:](#)
<br />
--- ---
# functions from level_info.h # functions from level_info.h

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@ -2160,10 +2160,14 @@ void mario_process_interactions(struct MarioState *m) {
sDelayInvincTimer = FALSE; sDelayInvincTimer = FALSE;
sInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0; sInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0;
if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0 && is_player_active(m) && m->playerIndex == 0) { if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0 && is_player_active(m)) {
s32 i; s32 i;
for (i = 0; i < 32; i++) { for (i = 0; i < 32; i++) {
u32 interactType = sInteractionHandlers[i].interactType; u32 interactType = sInteractionHandlers[i].interactType;
if (m->playerIndex != 0 && interactType != (u32)INTERACT_PLAYER) {
// skip interactions for remote
continue;
}
if (m->collidedObjInteractTypes & interactType) { if (m->collidedObjInteractTypes & interactType) {
struct Object *object = mario_get_collided_object(m, interactType); struct Object *object = mario_get_collided_object(m, interactType);

View file

@ -116,5 +116,7 @@ u32 get_door_save_file_flag(struct Object *door);
void mario_process_interactions(struct MarioState *m); void mario_process_interactions(struct MarioState *m);
void mario_handle_special_floors(struct MarioState *m); void mario_handle_special_floors(struct MarioState *m);
u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState* victim); u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState* victim);
u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o);
u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
#endif // INTERACTION_H #endif // INTERACTION_H

View file

@ -7693,6 +7693,21 @@ int smlua_func_get_door_save_file_flag(lua_State* L) {
return 1; return 1;
} }
int smlua_func_interact_damage(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 3)) { return 0; }
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { return 0; }
u32 interactType = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { return 0; }
struct Object* o = (struct Object*)smlua_to_cobject(L, 3, LOT_OBJECT);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushinteger(L, interact_damage(m, interactType, o));
return 1;
}
int smlua_func_mario_blow_off_cap(lua_State* L) { int smlua_func_mario_blow_off_cap(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 2)) { return 0; } if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
@ -7835,6 +7850,19 @@ int smlua_func_passes_pvp_interaction_checks(lua_State* L) {
return 1; return 1;
} }
int smlua_func_take_damage_and_knock_back(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { return 0; }
struct Object* o = (struct Object*)smlua_to_cobject(L, 2, LOT_OBJECT);
if (!gSmLuaConvertSuccess) { return 0; }
lua_pushinteger(L, take_damage_and_knock_back(m, o));
return 1;
}
////////////////// //////////////////
// level_info.h // // level_info.h //
////////////////// //////////////////
@ -16492,6 +16520,7 @@ void smlua_bind_functions_autogen(void) {
// interaction.h // interaction.h
smlua_bind_function(L, "does_mario_have_normal_cap_on_head", smlua_func_does_mario_have_normal_cap_on_head); smlua_bind_function(L, "does_mario_have_normal_cap_on_head", smlua_func_does_mario_have_normal_cap_on_head);
smlua_bind_function(L, "get_door_save_file_flag", smlua_func_get_door_save_file_flag); smlua_bind_function(L, "get_door_save_file_flag", smlua_func_get_door_save_file_flag);
smlua_bind_function(L, "interact_damage", smlua_func_interact_damage);
smlua_bind_function(L, "mario_blow_off_cap", smlua_func_mario_blow_off_cap); smlua_bind_function(L, "mario_blow_off_cap", smlua_func_mario_blow_off_cap);
smlua_bind_function(L, "mario_check_object_grab", smlua_func_mario_check_object_grab); smlua_bind_function(L, "mario_check_object_grab", smlua_func_mario_check_object_grab);
smlua_bind_function(L, "mario_drop_held_object", smlua_func_mario_drop_held_object); smlua_bind_function(L, "mario_drop_held_object", smlua_func_mario_drop_held_object);
@ -16504,6 +16533,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "mario_stop_riding_object", smlua_func_mario_stop_riding_object); smlua_bind_function(L, "mario_stop_riding_object", smlua_func_mario_stop_riding_object);
smlua_bind_function(L, "mario_throw_held_object", smlua_func_mario_throw_held_object); smlua_bind_function(L, "mario_throw_held_object", smlua_func_mario_throw_held_object);
smlua_bind_function(L, "passes_pvp_interaction_checks", smlua_func_passes_pvp_interaction_checks); smlua_bind_function(L, "passes_pvp_interaction_checks", smlua_func_passes_pvp_interaction_checks);
smlua_bind_function(L, "take_damage_and_knock_back", smlua_func_take_damage_and_knock_back);
// level_info.h // level_info.h
smlua_bind_function(L, "get_level_name", smlua_func_get_level_name); smlua_bind_function(L, "get_level_name", smlua_func_get_level_name);