* First attempt
First attempt at having other Mario objects create ripples.
Works very inconsistently, the position of players not currently interacting with the painting seems to influence whether the ripples will work or not
* Moved nearest mario code from geo_painting_update
Instead of using the nearest mario object for geo_painting_update, I use it in painting.c functions that called for gPaintingMarioXYZPos, substituting the nearest Mario object's position instead, as well as using it for the last floor mario was over.
This method still isn't quite perfect and there's a few more things I'd like to fix/change.
1. If a Mario is closer to the painting (perhaps right against the middle) other Mario's can't trigger ripplings at all unless they get closer than the closest Mario
2. I would like for all Entry and Exit ripples to interrupt each other, meaning if multiple Marios jump in, each one triggers a ripple one after the other
3. I want to hear the other player's exit sounds
* Add currPositionValid
Sets currPositionValid to false for NetworkPlayers who are connected, who changed levels to a level different from the local player, and who are not the local player when the local player changes levels.
* Set currPositionValid
Sets currPositionValid to false for update packets that don't match local area.
Sets it to true for update packets that do match local area.
* Send change area/level immediately
Adds a function network_on_loaded_area2() which only sends a change level or area event and doesn't clear the sync ids.
Calls this function almost immediately as opposed to waiting for LOADING_LEVEL_THRESHOLD frames
* Add currPositionValid to NetworkPlayer
currPositionValid (which is used by painting.c to determine if a player should be considered for the closest player to the painting) is a variable that tells you if a network player's marioObj has a position which can be relied upon as a valid position for that player.
network_player_update_course_level sets it to false for a network player if the new location does not match the local player's location.
network_receive_player sets it to false if a network player's update is from a different location than the local player, but sets it to TRUE if the update is from the same location.
update_course does NOT set it to true, because the location is not sure to be valid until we've received a location from the player with the right location attached to it.
* Use currValidPosition correctly
Uses currValidPosition correctly, also add debug text for seeing closest player to painting.
* fix merge
* Fix merge
* Verboser logging and invpos on enter
* Multi collision arrays
* Removed nearest code, added comments
* Added simultaneous ripples on one painting
* Added commented Gamepad from Background line
* Removed debug logging
* renamed secondary network_on_loaded function
* Added early multiple paintings rippling at once
* Added multiple paintings rippling simultaneously
Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
Added two options, one which lets user choose which gamepad to use, and one
which allows game to be played with gamepad while in the background.
These two features together allow for "splitscreen" (sort of) multiplayer by
starting up instances and joining them together and selecting different
gamepads for each one.
Gamepad choices are 0-7. If a number is chosen that does not correspond to a
gamepad, the previous gamepad (last number you were on this session that had
a working gamepad) is used.