Commit Graph

51 Commits (013edccfedfe20463f27e0032ca619a84b7f7a0d)

Author SHA1 Message Date
Prince Frizzy 75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD e81808c314 Merge branch 'dynos' into unstable 2022-03-10 18:17:59 -08:00
MysterD f92857704d Ported the rest of DynOS, but left the options menu disabled 2022-03-10 01:18:53 -08:00
MysterD 4638ff6f22 Added the ability to set surface collisions on custom behaviors 2022-03-09 23:02:20 -08:00
MysterD d03aacc144 Added ability for Lua to spawn non-synchronized objects 2022-03-09 21:25:34 -08:00
MysterD b3ed387711 Added DynOS v1.1 without the dynamic options
- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
Prince Frizzy 32b0c91935
Fixes for Refresh 12 2022-02-19 01:39:38 -05:00
MysterD 29599a82ec Created TextureInfo struct 2022-02-15 22:13:10 -08:00
MysterD 6fcc60a791 Changed autogeneration of Lua constants to pull directly from src 2022-02-03 00:43:17 -08:00
MysterD ec161c9c09 Reimplemented how Lua reads/writes to C Objects 2022-01-17 20:50:39 -08:00
MysterD 1c29a2b47f Second iteration of Lua IO
Started working on third
2022-01-17 19:23:52 -08:00
MysterD 4cebce4864 Added Waluigi - model provided by Super Keeberghrh 2021-09-05 14:23:47 -07:00
MysterD 04d01667c3 Added a callback for area timer objects to only run certain things once per frame 2021-08-19 00:31:20 -07:00
MysterD 7e59d34939 Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time 2021-08-12 18:13:41 -07:00
MysterD fecba91c5e Rewrite the core of network area timer (yet again) 2021-08-10 18:29:49 -07:00
MysterD 710a7e4749 Color detached caps according to player palette 2021-08-06 01:02:07 -07:00
MysterD 00da6b48f5 Fade out players when they leave/disconnect 2021-08-04 18:47:59 -07:00
MysterD 6a957757d4 Refactored network area timer system 2021-08-03 19:21:50 -07:00
MysterD 33fbed94e4 Synchronized respawners and entities created after level load 2021-06-08 21:21:52 -07:00
MysterD bbdc942501 Ripped out level synchronization/warp code
Began writing new system that synchronizes course/act/level/area per
player and 'ownership' of that location.
2021-06-07 12:19:59 -07:00
fgsfds 60c8da9479 bump MAX_PLAYERS to 16 2021-04-06 02:32:06 +03:00
MysterD 05fd683c64 Fix UNSTABLE_BRANCH checking 2020-10-16 03:56:37 -07:00
MysterD 1a0b3ff79d Change MAX_PLAYERS check to unstable branch 2020-10-16 02:53:09 -07:00
MysterD aaa7e65b65 Created character struct for mario/luigi asset differences
Removed multiple two-player hacks in the process
2020-10-13 18:33:51 -07:00
MysterD 5d9d5ed9d7 Added ability for client to send a packet to server, and for the server to broadcast to all clients 2020-10-12 18:23:48 -07:00
MysterD 8c7f55a1fb Synchronize instant warps 2020-09-28 19:58:37 -07:00
MysterD f5df807a0c Additional synchronization fixes for end cutscene. 2020-09-26 12:07:43 -07:00
MysterD 29cb0935fb Fixed glitchy animations on remote when in dialog 2020-09-08 09:33:55 -07:00
MysterD e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD 906ea3345e Players turn into bubbles when they die
Player life counters are separate.
When one player dies they lose a life and are turned into a bubble.
If the other player pops it, they are alive again.
If all players are bubbled, they get kicked out of the level.
If the bubbled player ran out of lives, they can not come back to life
until the level is over.
Whenever a level change happens, everyone's life count is set to a
minimum of two.
No game overs.

Took heavy inspiration from Kaze Emanuar
2020-09-05 18:10:55 -07:00
MysterD ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00
MysterD d2a2a80d56 Synchronized Big Boo's Haunt + major changes
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware

Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
2020-08-26 23:29:40 -07:00
MysterD 48f42d1873 Fixed visual bug when both players are sliding 2020-08-12 19:14:35 -07:00
MysterD eeec6aae49 L is real 2020
Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.

Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD 7f5dec337e Synchronized King Bobomb
Tried to synchronize dialog stuff, it's way too much of a mess to do
2020-08-08 17:13:11 -07:00
MysterD 444c1fdd3b Synchronized coin collection
Reimplemented how randomness is synchronized
2020-08-07 18:01:58 -07:00
MysterD 5ec9ab9ec0 Synchronized seesaw, started moving toward a MAX_PLAYERS define 2020-08-06 22:52:32 -07:00
MysterD ec2199892f Force synchronizing of level changes 2020-08-02 23:02:29 -07:00
MysterD 01e02affad Saved player index in held objects 2020-08-01 19:03:26 -07:00
MysterD 131fc7ea11 60 fps patch 2020-07-28 18:28:12 -07:00
n64 6330644371 Refresh 11 2020-07-05 14:15:43 +03:00
fgsfds 59cbe0ab70 update puppycam; add runtime option to disable it 2020-06-20 17:22:33 +03:00
n64 4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
Zerocker ce864043c1 Enabled rumble for all versions. 2020-05-24 23:52:03 +09:00
yksoft1 5cb3bfd2f6 Fix types.h include guard to avoid any conflict with <sys/types.h>. 2020-05-19 20:39:01 +08:00
n64 c45aa301bb Refresh 8 2020-04-03 14:57:26 -04:00
n64 9a801cb96d refresh 6 2020-02-03 00:51:26 -05:00
n64 9273f38df1 refresh 5 2020-01-03 10:38:57 -05:00
n64 a7c423cb43 Refresh 3 2019-11-03 14:36:27 -05:00
n64 52e605f075 Refresh 2 2019-10-05 15:08:05 -04:00