Very incomplete. Currently draws the background and most of the necessary patches. Ignore some of the stupid shit I did here, it'll be cleaned up later.
- "QueueStart"
- Activates just before RoundStart, but only if a roundqueue is being started
- "QueueEnd"
- Activates just before IntermissionStart, but only if the roundqueue has just finished its final map
I chose before in both instances because Automate_Run runs off COM_BufAddText, and I don't completely trust that the buffer won't overflow for particularly complicated server commands, so prioritising the rarer event. However, this is open for discussion
A system for level completion jingles.
- G_Ticker
- Call P_EndingMusic after a certain amount of time has elapsed to begin a jingle
- Play O_RACENT after the jingle's completion instead of baking it or an equivalent into the music
- P_EndingMusic
- Change the function signature to not take a player
- Pick from a series of const char* jingles, instead of sprintfing into a buffer
- _first
- _win
- _lose
- RETIRE
- Simplifying logic to handle intermission music
- A K_drawButtonAnim function is also provided for convince, since I figured it would have more future uses
- This also makes all of the button patches global, in addition
- Drawn over the top of basically everything when enabled.
- Update song credit on
- Menu music update (can sometimes clear it)
- Intermission begin
- Vote begin
- Return to title (by clearing it)
- Do not say "vote starts in %d" in Match Race, since it will not actually be doing so
- Show demo recording information in GP, since demos can currently be recorded there (even if info is currently incorrect on playback)
- Now you select based on whether you want to rank by
- Time always (Race, Special)
- Score always (might be useful for custom gametypes..?)
- Time in 1P, Score otherwise (Battle, Versus)
- No longer has gametype-specific text colours on the intermission
- Also cleans up a case where invalid music could play for winning a custom gametype without GTR_CIRCUIT *or* GTR_BUMPERS
* The existing structs are now exclusively for handling extra data.
* `specialStage` has been renamed to `specialstageinfo`, to reflect that it is not the sole arbiter.
* `specialstageinfo.valid` and `bossinfo.valid` are what must be checked before grabbing data from either struct.
* These are turned on when the gametype extra data is successfully initialised, not on map start.
* `K_InitBossHealthBar(...)` for `bossinfo.valid`
* `K_InitSpecialStage(void)` for `specialstageinfo.valid`
* `K_CanChangeRules(...)` no longer checks these
* No longer uses duplicate encore information.
* The map command (and -warp) now guesses gametype using a general `G_GuessGametypeByTOL(UINT32)` function
* Grabs the first gametype with an overlap between the requested TOL and the gametype's TOL.
* The cool Versus-specific intro is now checked via `K_CheckBossIntro()`.
- Only show lap count and gamespeed on rankings if GTR_CIRCUIT
- Adjust offsets for speedometer/accessability icons with GTR_BUMPERS|GTR_SPHERES
- Only show Karma on Bumpers hud with GTR_KARMA
- Permit battle fullscreen without GTR_KARMA
- Make the Break The Capsules roulette show up with GTR_CAPSULES, not absence of GTR_CIRCUIT
- Don't push Break The Capsules roulette to the item list twice
- Make the special mode switching of int_battle happen for all instances of int_battle, not just GT_BATTLE
- New array of pointers to structures in memory (currently mixing static for base-game and Callocated for custom)
- Centralises a metric-ton of previously seperately handled properties into one struct
- Gametype_Names[]
- Gametype_ConstantNames[]
- gametypetol[]
- timelimits[]
- pointlimits[]
- gametypedefaultrules[]
- Don't attempt to guess custom gametype in Replay Hut (requires more work to make custom gametypes behave across the entire experience)
- I_Error if invalid gametype set
- gametyperules is deprecated since it will never be modified seperately from gametype (temporarily a #define, don't wanna bloat this commit too much)
- Precache M_NOLVL.
- Make all width calculations relative to a lump 320 pixels wide, to make outdated map thumbnails much, MUCH more visible.
- Add K_DrawLikeMapThumbnail to draw a 320x200 patch like a map thumbnail (currently used only for RANDOMLVL).
- Handles map thumbnail drawing in a way agnostic to patch size
- Specify a desired final width in pixels `<< FRACBITS`, not a scale - more specific for our incoming varied purposes.
- Encore and voting screen Random have to be handled externally
- Put in k_hud.c because I'm not sure where would be most appropriate snd it works well enough, can be moved later
It's been used interchangably as "this is a singleplayer gameplay context" and "This is a no cvar changing context". This addition repairs some behaviour which might have been inconsistent between netgame and netreplay.
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
- We had two ways of ending the intermission, but only one would actually be used, and it resulted in code duplication.
- Combine the two ways.
- Disable the reached-but-didn't-do-anything-before-now code path for setting endtic.
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
- Grab thumbnail and minimap pictures even for base game maps
- Repair modified game event for replacement map load
- PU_STATIC thumbnail and minimap, freed on new file load lump discovery
- Fix W_CheckNumForMap to not SIGSEGV if no match
- Reduce the number of pointless map lump hunts, we've already got it stored
- Prevent use-after-free for map pictures on voting screen
- Cache "BLANKLVL" patch once
- Draw minimap on the time attack menu
Unfortunately cups are still broken and I'm not sure where to start on that, or if it's just not having a sample wad to test with that includes cups
- `(B) or (X)` for replay saving instead of Press Lookback (HUD) or `(Y)` (input)
- Don't activate while closing pause menu if either of those buttons is shared for menu open/close