Somewhat synchronized player's interact/used objects
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5729c3ffac
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@ -46,15 +46,20 @@ struct PacketPlayerData {
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u8 customFlags;
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u8 customFlags;
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u32 heldSyncID;
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u32 heldSyncID;
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u32 heldBySyncID;
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u32 heldBySyncID;
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u32 interactSyncID;
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u32 usedSyncID;
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s16 currLevelNum;
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s16 currLevelNum;
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s16 currAreaIndex;
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s16 currAreaIndex;
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};
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};
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static void read_packet_data(struct PacketPlayerData* data, struct MarioState* m) {
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static void read_packet_data(struct PacketPlayerData* data, struct MarioState* m) {
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u32 heldSyncID = (m->heldObj != NULL) ? m->heldObj->oSyncID : 0;
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u32 heldSyncID = (m->heldObj != NULL) ? m->heldObj->oSyncID : 0;
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u32 heldBySyncID = (m->heldByObj != NULL) ? m->heldByObj->oSyncID : 0;
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u32 heldBySyncID = (m->heldByObj != NULL) ? m->heldByObj->oSyncID : 0;
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u8 customFlags = SET_BIT((m->freeze > 0), 0);
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u32 interactSyncID = (m->interactObj != NULL) ? m->interactObj->oSyncID : 0;
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u32 usedSyncID = (m->usedObj != NULL) ? m->usedObj->oSyncID : 0;
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u8 customFlags = SET_BIT((m->freeze > 0), 0);
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memcpy(data->rawData, m->marioObj->rawData.asU32, sizeof(u32) * 80);
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memcpy(data->rawData, m->marioObj->rawData.asU32, sizeof(u32) * 80);
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data->nodeFlags = m->marioObj->header.gfx.node.flags;
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data->nodeFlags = m->marioObj->header.gfx.node.flags;
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@ -89,16 +94,19 @@ static void read_packet_data(struct PacketPlayerData* data, struct MarioState* m
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data->peakHeight = m->peakHeight;
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data->peakHeight = m->peakHeight;
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data->currentRoom = m->currentRoom;
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data->currentRoom = m->currentRoom;
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data->customFlags = customFlags;
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data->customFlags = customFlags;
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data->heldSyncID = heldSyncID;
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data->heldSyncID = heldSyncID;
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data->heldBySyncID = heldBySyncID;
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data->heldBySyncID = heldBySyncID;
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data->interactSyncID = interactSyncID;
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data->usedSyncID = usedSyncID;
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data->currLevelNum = gCurrLevelNum;
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data->currLevelNum = gCurrLevelNum;
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data->currAreaIndex = gCurrAreaIndex;
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data->currAreaIndex = gCurrAreaIndex;
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}
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}
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static void write_packet_data(struct PacketPlayerData* data, struct MarioState* m,
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static void write_packet_data(struct PacketPlayerData* data, struct MarioState* m,
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u8* customFlags, u32* heldSyncID, u32* heldBySyncID) {
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u8* customFlags, u32* heldSyncID, u32* heldBySyncID,
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u32* interactSyncID, u32* usedSyncID) {
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memcpy(m->marioObj->rawData.asU32, data->rawData, sizeof(u32) * 80);
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memcpy(m->marioObj->rawData.asU32, data->rawData, sizeof(u32) * 80);
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m->marioObj->header.gfx.node.flags = data->nodeFlags;
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m->marioObj->header.gfx.node.flags = data->nodeFlags;
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*m->controller = data->controller;
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*m->controller = data->controller;
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@ -132,9 +140,11 @@ static void write_packet_data(struct PacketPlayerData* data, struct MarioState*
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m->peakHeight = data->peakHeight;
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m->peakHeight = data->peakHeight;
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m->currentRoom = data->currentRoom;
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m->currentRoom = data->currentRoom;
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*customFlags = data->customFlags;
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*customFlags = data->customFlags;
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*heldSyncID = data->heldSyncID;
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*heldSyncID = data->heldSyncID;
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*heldBySyncID = data->heldBySyncID;
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*heldBySyncID = data->heldBySyncID;
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*interactSyncID = data->interactSyncID;
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*usedSyncID = data->usedSyncID;
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}
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}
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void network_send_player(void) {
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void network_send_player(void) {
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@ -180,10 +190,14 @@ void network_receive_player(struct Packet* p) {
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if (levelAreaMismatch) { return; }
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if (levelAreaMismatch) { return; }
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// apply data from packet to mario state
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// apply data from packet to mario state
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u32 heldSyncID = 0;
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u32 heldSyncID = 0;
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u32 heldBySyncID = 0;
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u32 heldBySyncID = 0;
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u8 customFlags = 0;
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u32 interactSyncID = 0;
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write_packet_data(&data, m, &customFlags, &heldSyncID, &heldBySyncID);
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u32 usedSyncID = 0;
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u8 customFlags = 0;
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write_packet_data(&data, m, &customFlags,
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&heldSyncID, &heldBySyncID,
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&interactSyncID, &usedSyncID);
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// read custom flags
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// read custom flags
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m->freeze = GET_BIT(customFlags, 0);
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m->freeze = GET_BIT(customFlags, 0);
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@ -220,6 +234,16 @@ void network_receive_player(struct Packet* p) {
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m->heldByObj = NULL;
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m->heldByObj = NULL;
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}
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}
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// find and set their interact object
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if (interactSyncID != 0 && gSyncObjects[interactSyncID].o != NULL) {
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m->interactObj = gSyncObjects[interactSyncID].o;
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}
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// find and set their used object
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if (usedSyncID != 0 && gSyncObjects[usedSyncID].o != NULL) {
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m->usedObj = gSyncObjects[usedSyncID].o;
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}
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// jump kicking: restore action state, otherwise it won't play
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// jump kicking: restore action state, otherwise it won't play
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if (m->action == ACT_JUMP_KICK) {
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if (m->action == ACT_JUMP_KICK) {
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m->actionState = oldData.actionState;
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m->actionState = oldData.actionState;
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