* Icon selection
* You can use up, down, left, right, etc to select icons on the Challenges menu
* The text at the top changes based on the highlighted icon
* This text is now ??? if not yet unlocked
* Uses the border for character rank icons
* Challenges are now accessible on the Extras menu alongside Addons and Replay Hut.
* Previously there was a "Extras Checklist" dummy which did nothing when selected
* Now I won't have to clear my gamedata every time I want to check this menu!
* M_ChallengeGridExtraData's array is modified to now contain specific info on whether a given tile is connected to above or left (or both).
Precalculates adjacency rules for challengegrid instead of doing it in the drawer
- Simplifies `M_DrawChallenges` a lot, at the expense of a pretty complicated function living in `m_cond.c`
- Handles registering entries both not to be drawn (for non-primary components of `majorunlock` unlockables) and for hint highlights (new for this commit)
- Hint highlights are a sky blue
Basic challenge grid data is now generated the first time you head to the challenges menu.
- Large tiles are placed first.
- `UINT8 majorunlock` in `unlockable_t`.
- Builds a list of all possible positions the first large tile could be plonked at.
- Randomly selects from that list, then removes every position that overlaps the given spot before the next large tile is handled.
- Smaller tiles are filled into all the remaining gaps.
- Currently bubbles gaps through the random list if empty spots after large tile placement > number of small tiles to place, but all the gaps could be forced to the end.
- Has a REALLY prelim drawer, literally just enough to confirm the tilegrid data is correct visually.
- DEVELOP: Can be regenerated by pressing (C) while the challenges are up.
Also, general maintenance.
- Remove `showconditionset`, `nocecho`, and `nochecklist` from `unlockable_t` for not fitting with our new intent for challenges
- Remove M_AnySecretUnlocked - Not currently used, but its eventual use - stopping a player from seeing a completely blank challenges grid - isn't in the spirit.
- M_MapLocked no longer permits all map transitions in DEVELOP, so unlocks can actually be tested.
EXTREMELY early, but...
- M_InterruptMenuWithChallenges hijacks certain transitions
- Currently only initial profile selection and title screen, but the intercept is low-profile enough to add wherever necessary
- M_GetNextAchievedUnlock gets the first unlock in the listing that has all its conditions achieved but isn't unlocked
- Preliminary Challenges menu
- Currently only ticks between Achieved but not Unlocked unlocks with the above function, no tilegrid yet
A small piece of (STJr/SRB2!1756).
Due to how RR currently handles time attack records and how it WILL handle unlocks, it's not currently feasible to split everything such that you can have two independent gamedata_t... but what's done so far is certainly more sane and less dependent on global variables
Other minor refactors:
- M_UpdateUnlockablesAndExtraEmblems and M_SilentUpdateUnlockablesAndEmblems are now one function with a boolean for loudness
- Unlock prints are currently living in the console, since the cecho stuff was a little broken
Mammoth commit, sorry. I only realised halfway through writing it that SECRET_SKIN was only partially merged.
Ports from 2.2:
- Merge SECRET_SKIN (STJr/SRB2!1474)
- Default skin is now handled by checking all skins for unlock status, and I_Erroring if none are available
- Don't show skin names on game startup, to keep our secrets hidden
- Unlockables now have string variables zallocated.
- For skin names rather than numbers.
- Correctly clean up memory when freeing unlockables and emblems.
Bespoke code:
- For temporary testing. `unlocks.pk3`
- Using this for rapid testing gameboot SOC instead of patch.pk3 because of the intent to turn that into scripts.pk3
- Don't not save gamedata in DEVELOP builds, even if you've used cheats!
- `player->availabilities` is now an array of UINT8
- (MAXSKINS + 7)/8 entries, or 32 bytes.
- Included with XD_ADDPLAYER instead of XD_NAMEANDCOLOR.
- Simplifies a lot of logic with respect to demos, skin changes mid-game, etc.
- Seriously, there's a lot of random places in the code that just iterate over MAXSPLITSCREENPLAYERS and g_localplayers to update availabilities in real time in a way that's not particularly netsafe...
- Lines up with the plan for handling unlocks when returning to menus.
- Was included with XD_ADDBOT, but that actually overruns the netxcmd buffer at first mapload with 7 bots. We might need to consider expanding the size of the netxcmd buffer...
- In demos, can be interpreted as both relative to the original replay and the current skin list depending on boolean context provided to R_SkinUsable.
- Used for SF_IRONMAN (and will crash if all other skins are inaccessible).
- Grand Prix bot randomisation uses the host's unlocks.
- Don't show locked characters on the fancy new character select.
- DXD_JOINDATA for demos
- Replaces the dual-purpose behaviour of DXD_PLAYSTATE
- Contains availabilities
- Handles bot material in a different way
- Forceskin restrictions
- Won't run in demos, because it's assumed recorded DXD_SKIN will handle all the conversions the original match had
- Won't run if K_CanChangeRules says no
- Correctly set `mapvisited` on level visit, even in [fake gasp] MULTIPLAYER/NETGAMES!! 🥹
- Added updating unlockables and extra emblems on `mapvisited` update.
- Currently fails to produce the cecho, but that'll be stripped out entirely in a future commit so I'm not bothered.
- mapvisited and recorddata_t (previously mainrecords)
- Changed how gamedata is saved and loaded
- Change the versioncheck (funny hex provided by chengi) AND call it `developringdata.dat` in develop builds
- Fix a bunch of off-by-ones in condition and emblem data
ALSO, for Time Attack:
- Fix menu not showing off your times
- Now save times even when gamedata modified, since the menu didn't care (come back to it?)
- Don't save times or do intermission screen if the Capsule Attack ended because you lost all your bumpers
- Fix a crash adding ghosts in Capsule Attack
- G_MapNumber now handles special NEXTMAP_ nextmapspecial_t constants that exist at the end of the available type.
- Cleanup of G_DoCompleted
- Add bounds checking to the various SOC maincfg map starts (spstage_start, etc)
- Add lump checking to titlemap behaviour
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.
"cheats" is a proper cvar now. Enabling it allows for cheats to be used any time, even in multiplayer, and disables gamedata saving. Turning it off undoes as many cheat commands as reasonably possible. Based a little bit off of some vanilla work I also did.
Many cheat commands are still SP-only, but can reasonably be allowed in netgames now if a net command is created for them.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
* Show emblem requirement on record attack menu
* Use bigger emblems on the menu.
* Display your best number of collected rings in yellow if reached perfect bonus.
* Adjusted XTRA frames (again)
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
* majormods and savemoddata cannot coexist as true values, so going through and making situations that involve both only reference one.
* Clean up comments in `dehacked.c`.