fixed some mario cutscene action related bugs (#43)

- fixed a bug where remote players would show mario's head repeatedly twitching up and down while reading automatic dialog
- fixed a bug where remote mario's would sometimes not update while unlocking a star door, resulting in the previous animation playing during that action
- fixed a bug where players exiting a warp door could get stuck for a few extra frames due to other players opening that same door.

- added dialogId to MarioState, which is synced for remote players the dialog id that player has active. this can be used by Lua mods - don't access the local player's dialog id because that isn't updated as that is unnecessary
This commit is contained in:
Isaac0-dev 2024-05-14 09:45:33 +10:00 committed by GitHub
parent bab8be49af
commit eaa1a59996
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
7 changed files with 30 additions and 4 deletions

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@ -91,7 +91,7 @@ override_field_deprecated = {
}
override_field_immutable = {
"MarioState": [ "playerIndex", "controller", "marioObj", "marioBodyState", "statusForCamera", "area" ],
"MarioState": [ "playerIndex", "controller", "marioObj", "marioBodyState", "statusForCamera", "area", "dialogId" ],
"MarioAnimation": [ "animDmaTable" ],
"ObjectNode": [ "next", "prev" ],
"Character": [ "*" ],

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@ -983,6 +983,7 @@
--- @field public controller Controller
--- @field public curAnimOffset number
--- @field public currentRoom integer
--- @field public dialogId integer
--- @field public doubleJumpTimer integer
--- @field public faceAngle Vec3s
--- @field public fadeWarpOpacity integer

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@ -1344,6 +1344,7 @@
| controller | [Controller](structs.md#Controller) | read-only |
| curAnimOffset | `number` | |
| currentRoom | `integer` | |
| dialogId | `integer` | read-only |
| doubleJumpTimer | `integer` | |
| faceAngle | [Vec3s](structs.md#Vec3s) | read-only |
| fadeWarpOpacity | `integer` | |

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@ -432,6 +432,7 @@ struct MarioState
/*????*/ u32 cap;
/*????*/ u8 bounceSquishTimer;
/*????*/ u8 skipWarpInteractionsTimer;
/*????*/ s16 dialogId;
};
struct TextureInfo

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@ -540,7 +540,7 @@ s32 act_reading_automatic_dialog(struct MarioState *m) {
// set Mario dialog
if (m->actionState == 9) {
// only show dialog for local player
if (m == &gMarioStates[0]) {
if (m->playerIndex == 0) {
u32 actionArg = m->actionArg;
if (GET_HIGH_U16_OF_32(actionArg) == 0) {
create_dialog_box(GET_LOW_U16_OF_32(actionArg));
@ -549,7 +549,8 @@ s32 act_reading_automatic_dialog(struct MarioState *m) {
}
}
} else if (m->actionState == 10) { // wait until dialog is done
if (get_dialog_id() >= 0) {
if ((m->playerIndex == 0 && get_dialog_id() >= 0) ||
(m->playerIndex != 0 && m->dialogId != 0)) {
m->actionState--;
}
} else if (m->actionState < 19) { // wait until dialog is done
@ -1006,6 +1007,7 @@ s32 act_unlocking_star_door(struct MarioState *m) {
m->actionState++;
break;
case 1:
set_character_animation(m, CHAR_ANIM_SUMMON_STAR);
if (is_anim_at_end(m)) {
if (m->playerIndex == 0 || allowRemoteStarSpawn) {
if (m->playerIndex != 0) { allowRemoteStarSpawn = FALSE; }
@ -1021,6 +1023,7 @@ s32 act_unlocking_star_door(struct MarioState *m) {
}
break;
case 3:
set_character_animation(m, CHAR_ANIM_RETURN_STAR_APPROACH_DOOR);
if (m->playerIndex != 0) { allowRemoteStarSpawn = TRUE; }
if (is_anim_at_end(m)) {
save_file_set_flags(get_door_save_file_flag(m->usedObj));
@ -1142,6 +1145,19 @@ s32 act_going_through_door(struct MarioState *m) {
s32 act_warp_door_spawn(struct MarioState *m) {
if (!m) { return 0; }
// Check if other players are also using this door
// if they are, cancel our interaction with the door
if (m->usedObj) {
for (u8 i = 0; i < MAX_PLAYERS; i++) {
struct MarioState *m2 = &gMarioStates[i];
if (is_player_active(m2) && (m2->action == ACT_PULLING_DOOR || m2->action == ACT_PUSHING_DOOR) && m->usedObj == m2->usedObj) {
m->usedObj = NULL;
break;
}
}
}
if (m->actionState == 0) {
m->actionState = 1;
if (m->usedObj != NULL) {

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@ -1087,7 +1087,7 @@ static struct LuaObjectField sMarioBodyStateFields[LUA_MARIO_BODY_STATE_FIELD_CO
{ "wingFlutter", LVT_S8, offsetof(struct MarioBodyState, wingFlutter), false, LOT_NONE },
};
#define LUA_MARIO_STATE_FIELD_COUNT 79
#define LUA_MARIO_STATE_FIELD_COUNT 80
static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
{ "action", LVT_U32, offsetof(struct MarioState, action), false, LOT_NONE },
{ "actionArg", LVT_U32, offsetof(struct MarioState, actionArg), false, LOT_NONE },
@ -1107,6 +1107,7 @@ static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
{ "controller", LVT_COBJECT_P, offsetof(struct MarioState, controller), true, LOT_CONTROLLER },
{ "curAnimOffset", LVT_F32, offsetof(struct MarioState, curAnimOffset), false, LOT_NONE },
{ "currentRoom", LVT_S16, offsetof(struct MarioState, currentRoom), false, LOT_NONE },
{ "dialogId", LVT_S16, offsetof(struct MarioState, dialogId), true, LOT_NONE },
{ "doubleJumpTimer", LVT_U8, offsetof(struct MarioState, doubleJumpTimer), false, LOT_NONE },
{ "faceAngle", LVT_COBJECT, offsetof(struct MarioState, faceAngle), true, LOT_VEC3S },
{ "fadeWarpOpacity", LVT_U8, offsetof(struct MarioState, fadeWarpOpacity), false, LOT_NONE },

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@ -73,6 +73,8 @@ struct PacketPlayerData {
u8 levelSyncValid;
u8 areaSyncValid;
u8 knockbackTimer;
s16 dialogId;
};
#pragma pack()
@ -142,6 +144,8 @@ static void read_packet_data(struct PacketPlayerData* data, struct MarioState* m
data->levelSyncValid = np->currLevelSyncValid;
data->knockbackTimer = m->knockbackTimer;
data->dialogId = get_dialog_id();
}
static void write_packet_data(struct PacketPlayerData* data, struct MarioState* m,
@ -206,6 +210,8 @@ static void write_packet_data(struct PacketPlayerData* data, struct MarioState*
}
m->knockbackTimer = data->knockbackTimer;
m->dialogId = data->dialogId;
}
void network_send_player(u8 localIndex) {