A general purpose system that permits cacheing of GP progression in one place, but which permits future expansion and brings Online GP a little closer to reality.
- Stores a bunch of levels, gametypes, encore state, and restricted-by-rank-ness in sequence.
- Initialised on GP cup select.
- FUTURE WORK: Open to being initialised by other methods
- Digests its way through that sequence as maps are completed.
- Stores round number instead of `grandprixinfo`.
- Map commands as sent over the wire have been adjusted.
- Sends round number and size of/position in roundqueue.
- Now figures out GP Event Type from gametype.
- Can be swung in the direction of a Special Stage with a hint flag.
- This hint flag replaces "fromlevelselect", which was functionally vestigal.
- Maps build anger every time a map isn't selected by anyone.
- If a map is ignored for 4 votes in a row, then on the 5th vote it shows up it will be angry enough to vote for itself when everyone else finishes voting.
- Once it gives its funny vote, or it gets played, it will calm down again.
- 13P+ vote icons are implemented; it's just a basic circle though cuz lazy.
- Made the roulette finish even faster.
- Bots can vote again but now behind a debug cvar.
Each map now just has a countdown for when they'll reappear (stored in mapheader), which gets decremented each time a new map is played. This means it's now compatible across gametype switches, is a lot less complex, and is easy to retrieve the value for a specific map without needing to iterate constantly.
Lots of the old unused code surrounding this function was also removed. Lastly, added a PARANOIA check for callAgainSoon being mishandled.
- 4th map is now a regular option instead of dice.
- Add function to draw a maintained Combi Catcher object on screen.
- Put all vote static variables into either a "vote" struct or a "vote_draw" struct, if it's logic or drawing code.
- Prefix netcode vote globals with _g.
- Add enums/defines for vote magic numbers.
- Replaces `tutorialmode`.
- Forces gamespeed to Easy, with no POSITION.
- Laps are currently disabled as well, but this can be changed if necessary.
- Hides Free Play.
- Does not count as a played round (except for Chao Keys).
`tutorialmap` has also been removed. This will be replaced in a later commit with something that plays nicer with Ring Racers' existing systems.
- Will silently merge conflict with !1093, make sure to adjust PROFILEVER handling
- (profile_t *)->rumble
- cv_rumble[MAXSPLITSCREENPLAYERS]
- cv_dummyprofilerumble
- Disables all current rumbles when toggling off
- Prevents new rumbles from being set while turned off
- Fixes G_ResetView and G_ResetViews not accounting for
parties -- fixes viewpoint switching while in parties.
- Fixes spectator controls sometimes activating while in
parties.
Fixes exploiting retries after finishing in good standing
to farm lives and rank. These are now applied when you can
no longer retry.
Extra life sound effect still plays as soon as you finish
the race.
- P_PreTicker ("defrosting") is dead. Levels now actually start on tic 0 instead of tic 2.
- Netxcmds are ran before G_Ticker, instead of after.
- All netxcmds are required to be processed before the level will finish loading (up to 5 gametics, to prevent any possible lock-up from malicious clients).
- GetValueFromControlTable: Return 0 only if a single G_KeyIsAvailable returns true for any bind
- Otherwise returns NO_BINDS_REACHABLE -- #define'd as (-1)
- Does not cover the `menucontrolreserved` check, which could maybe be moved to the opposite end of the function if it causes problems.
- Unfortunately, the way this system previously worked, the unlock was given to you for free if you accidentially opened two copies of the game at once.
- Instead, open the file in r+ mode, shimmy along 5 bytes, and write a `true` to be read later.
- Far more memory safe than rewriting the entire gamedata out on crash.
ALSO:
- crashflags has been split into boolean evercrashed and UINT8 musicflags.
- We don't need to track if the LAST session was a crash, at least not right now.
- Opens the floor up to other music like Loser Club happening on the Challenges menu.
- G_SaveGameData: correctly increase length of buffer to account for cup name
- G_LoadGameData: digest the cup's associated windata even if it's not loaded
Record number of music files which we were able to add, so Addons menu shows the correct number of addons loaded.
Also marks main music files in `listwad` command.
- Chao Keys are now UINT16 instead of UINT8
- The maximum number of Chao Keys is now 9999, which is the largest number of 9s that can fit in a UINT16
- Used keys no longer count towards your total
Will mildly corrupt gamedatas made with previous conditions-cascading builds, but only in a way that gives you extra keys than you've earned.
We had this collective consciousness bigbrain moment in VC together, and it can literally only happen in this branch because unlocks.pk3 is the only main-game asset that needs to change for it
Solves the big problem we had with mixing up Item Capsules and ~~Battle Capsules~~ PRISON EGGS
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
- Do not check non-UCRP_REQUIRESPLAYING conditions
- Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
- Most other contexts have this as true
- Forced true if update is meant to be silent
- Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
- Controlled by a new `boolean checkthisframe` property on roundcondition_t
- Set in all contexts where roundcondition_t is modified
- Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
- local player K_HandleLapIncrement
- local player P_DoPlayerExit
- local player P_DoTimeOver
- Controlled by a new `boolean deferredconditioncheck` property on gamedata_t