Commit Graph

2453 Commits (b3ebc13c3569854087c200cde915f234b55fe2a8)

Author SHA1 Message Date
MysterD 5cc7b03c78 Fixed infinite loop with King Bobomb 2020-09-07 10:50:32 -07:00
MysterD 893454d0e3 Misc camera fixes
Made analog camera stop rotating or triggering TOTWC when paused
Fix broken vanilla camera on TOWTC w/BETTERCAMERA enabled
Fixes #15
2020-09-07 10:48:54 -07:00
MysterD 088050e4ce Added aggressive null checking to various types of objects 2020-09-07 00:29:18 -07:00
MysterD 21759a2a34 Pausing the game no longer pauses, just brings up the menu
Fixes #19
2020-09-06 22:27:09 -07:00
MysterD 416f4a1398 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 62ecf2c58a Geo2 removal wip 2020-09-06 13:54:01 -07:00
MysterD 480fd8587a Fix join issue when compiling without DEBUG 2020-09-06 12:46:02 -07:00
MysterD 00daf97c40 Made player attack knockback configurable 2020-09-06 12:18:33 -07:00
MysterD 20a317afdb General network code clean up
Marked globals, rearranged functions, added comments
2020-09-06 11:02:41 -07:00
MysterD 09711dbd37 Added coop settings to saved config file
Saves and loads last join IP/port attempt
Made host's port configurable in config file
Made host's save slot configurable in config file
Made host's player interaction setting configurable in config file

Indicated when the client was trying to connect on the join menu.
Fixed join menu display error where the port would disappear
2020-09-06 03:32:34 -07:00
MysterD b549f165ab Player interaction enhancements
Made water punch do an attack
Increased knockback significantly
Different types of attacks will have different knockback severity and damage (Stomp > kick > the rest)
Fixed rapid attack spam
Adjust radius for bouncing on players and popping bubbles

Made player interactions a synchronized server flag:
  None - Players are not solid
  Solid (Default) - Player can run into each other and stun each other
  PVP - Same as solid except friendly fire is on
Note: Not currently configurable due to a lack of a UI.
2020-09-06 10:05:58 -07:00
MysterD 925a0b276f Hide life counter when lives is -1 2020-09-05 21:17:33 -07:00
MysterD daa825b532 Add disclaimers to main menu 2020-09-05 21:12:49 -07:00
MysterD 9ca4362388 Synchronized 1-up collection
Collecting a 1-up gives a life to both. This can bring back a bubbled
player who had no lives remaining.
2020-09-05 19:55:38 -07:00
MysterD c232cf01fd Created Luigi's life icon 2020-09-05 19:44:58 -07:00
MysterD 5857b71209 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 25c4267ae5 Allow vanish cap to pass through walls
fixes #16
2020-09-05 13:31:36 -07:00
MysterD 40590bdcbb Fixed Luigi sideburns, renamed Luigi textures 2020-09-05 10:02:11 -07:00
MysterD e2aa45129e Fix EXTERNAL_DATA for Luigi
Fixes #25
2020-09-05 00:11:15 -07:00
MysterD 9f9d9045ac Change default save directory to sm64ex-coop 2020-09-04 22:17:15 -07:00
MysterD ff45ad5f45 Remove any lingering dialog boxes on level transition
Fixes #22
2020-09-04 21:27:06 -07:00
MysterD 33c79c40a0 Remote reading sign no longer causes sound spam
fixes #20
2020-09-04 21:14:14 -07:00
MysterD cc920c9fdf Fix animation desync when pressing Z+B
Fixes #18
Found by el pinguino max
2020-09-04 21:08:04 -07:00
MysterD c93096c2a6 Force no draw distance on and text saves off 2020-09-04 17:52:48 -07:00
MysterD 3d51e21be9 Add docker-build workarounds and container script 2020-09-04 17:03:35 -07:00
MysterD 96c19d3c4c Synchronized save files
Now when a client joins, it will request the entire 512 byte EEPROM from
the server and refuse to continue until the server replies with the
contents. Then the client will override all reads and writes to the
EEPROM/save file. Thus, a client will never overwrite their local save.

Fixes #21
2020-09-04 15:07:32 -07:00
MysterD 9e7d7b03ea Removed 'int' from most of networking code
moved -Werror over to 'STRICT'
2020-09-04 11:43:12 -07:00
MysterD fc4d4d3d99 Added custom packets for mods-of-this-mod
Now a patch can choose to register callbacks for sending and receiving
packets. It's a bit tricky to use but at least it won't collide with
normal packets or other mod packets.
2020-09-04 02:04:37 -07:00
MysterD 7c6298acbc Served time for crimes against C
Due to my compile & launch scripts, I was silently ignoring warnings
this whole time. I've fixed my process, and gone back to fixed all of
the warnings I could (even outside of my code).
2020-09-04 01:58:54 -07:00
MysterD e949767243 Add coop-specific define
Added -DCOOP to identify that this is a coop build so that one patch can
be applied to EX and/or COOP. They can choose to ifdef entity synchronization
out.
2020-09-03 21:49:58 -07:00
MysterD c56060ebd5 Prevent infinite loop for remote sliding players 2020-09-03 18:32:07 -07:00
MysterD 0a463ae362 Added host/join in-game GUI
Now people aren't forced to launch with command-line parameters,
instead they can host or join a server by selecting buttons in
the main menu.
2020-09-03 18:30:15 -07:00
MysterD ff6177a56a Prevented softlock and entity duplication when both grab at the same time
As reported by somario360:
After grabbing the small box at the same time, one of two results can happen.
There will be a fake cloned box that will only be visually in the other
player's hands, or one player will be stuck in the punching animation until
the other player lets go of the box, in which the box goes into the stuck
player's hands.

Now escapes from action if the grab fails, preventing a softlock.
And now if both players report having the same object, the client
will drop their copy.

Fixes #14
2020-09-03 18:11:42 -07:00
MysterD 6f21a0ca91 More tuxie fixes
Tuxie will regain its hitbox if dropped through crouching or any other means
Fixed detection of if any mario is far away
Immediately sends an object packet whenever any object is dropped or thrown

Fixes #9
2020-09-03 08:58:21 -07:00
MysterD a54d60b135 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 54e83b06e2 Shell music only starts and stops for local player 2020-09-01 23:41:56 -07:00
MysterD cc48d55f95 Null checked heldObj in all mario actions
Bobomb clip no longer segfaults the game
2020-09-01 23:40:53 -07:00
MysterD 4705f66517 Fix first sound and size of first punch
The code was skipping playing the sound of the first punch, and changing
the size of the first for the first punch. Added hacky stuff to the
player packet code to ensure those events are hit.

Fixes #10 reported by somario360
2020-09-01 23:35:57 -07:00
MysterD 30ca28469c Synchronize sleeping animations
Sleeping animations were desynchronized previously. Now remote goes to
sitting, and to laying down, at the right times. A snoring remote player
will no longer lower your music, and will no longer get stuck snoring
when they wake up.

Fixes #11 reported by somario360
2020-09-01 23:00:12 -07:00
MysterD ff1946a7f6 Prevent infinite looping of Mario action transitions
There have been several times where the unpredictable behavior of
a remote player where execute_mario_action() would get caught in
an infinite loop. Now we attempt to detect an infinite hang and
escape from it. The sequence of actions will be recorded into an
errorlog.txt file. In debug mode this infinite hang will cause an
assertion to fail, crashing the game. In normal mode the game will
break out of it and hopefully carry on normally after new packets
come in.

I believe this addresses github issue #12 but I can't be sure.
2020-09-01 22:06:36 -07:00
MysterD ac72beed04 Various tuxie synchronization fixes 2020-09-01 20:13:46 -07:00
MysterD efca858a95 Fixed messed up animation when remote is talking to an NPC
fixes #8 found by somario360
2020-09-01 18:10:00 -07:00
MysterD a8db9caede Merge branch 'nightly' into coop 2020-09-01 18:08:46 -07:00
MysterD 6558a8f43d Update Makefile's default compile flags 2020-08-31 23:52:36 -07:00
djoslin0 11b1c534c9 Update README.md 2020-08-31 23:50:43 -07:00
MysterD 4ccc03ee37 Synchronize cannons as soon as they are unlocked 2020-08-31 23:49:51 -07:00
MysterD cc9300f969 Force players who are held by an entity to own that entity 2020-08-31 22:36:07 -07:00
MysterD 2b70dcc255 Synchronized squished values 2020-08-31 22:22:33 -07:00
MysterD 1876e59d77 Re-added King Bobomb dialog 2020-08-31 21:38:08 -07:00
MysterD e6074281c1 Truly deal with the NPC dialog softlock problem
Reported by somario360:
After I (Luigi) gave the baby penguin to the mother, the start spawned,
but I was stuck in the looking up animation.
My friend (Mario) talked to Bowser after defeating him, Bowser turned into
a key, but he was stuck in the looking up animation after (I was able to
grab the key though, but Bowser was slightly visible) (Also don't mind 0
stars, he loves doing the lobby BLJ)

The issue is the state machine moved on without removing the reading
dialog action. There was no straight forward way to deal with this.
Custom functions were written for each call to dialog to ensure that we
should stay reading the dialog.
2020-08-31 21:10:34 -07:00