I would not be so heavy handed against preventing players from grabbing Spray Cans on custom levels, but designing a system that permits unloaded headers to retain their cans is frankly overkill. There are plenty of other ways the same kind of level-scouring play can be experienced on custom levels.
Creates a central landing point where gamedata loads/creates can be finalised properly.
In addition, gamedata wipes caused by data erase or custom SOC gamedata can no longer be saved in a partway corrupted state if they were to crash midway through.
IMPORTANT NOTE - increments gamedata minor version to 3, as it is necessary to backfill windata to prevent losing existing cup records.
This is essentially commit 1482fd5 but for cups.
- All cups currently loaded with nonzero windata are written on gamedata save.
- This reduces gamedata size for a player who has not unlocked every cup!
- On gamedata load, if a cup is not loaded, store the extra windata on a linked list.
- On cup header creation, check the linked list to see if an associated unloaded cupheader windata exists.
- If it does, write the record onto the cup structure directly, and delete the "unloaded cupheader" storage struct!
- Then on the NEXT gamedata save, in addition to all loaded cupheaders, it writes the extra windata kept in long term storage in exactly the same format.
Foundational assistive work.
Also guarantees a consistent cup name length in memory, as some places read/wrote 15 bytes, and some places read/wrote 16 bytes. We settle on the latter (including null terminator) for the broadest backwards compatibility.
- Defaults to 1, AKA Sonic 1/2 monitor
- Set to 2 for Sonic 3k monitor
- Supports a range of 1-9 and A-Z
- Permits fine-grained rapid-prototype stretch goal Chaotix monitor stuff later in development
Discussed in DMs
- All other `MainCfg` block properties require a custom gamedata (or be a main file) to be modified
- When a custom gamedata is set, clear all unlockables, conditionsets, and emblems are unconditionally cleared
- You may also Clear Levels only if a custom gamedata is used
Now uses `SECRET_CUP` and `SECRET_MAP` with a stringVar saying the map lump/cup name, instead of `SECRET_NONE` and a levelheader `unlockrequired` property.
- M_MapLocked
- If a level has a cup, will return true if that cup is locked
- will return always false in marathon mode (not yet accessible, that'll be another branch's work, but thinking ahead)
- Getting rid of a bunch of index fudging caused by SINT8 rather than UINT8 - we can use MAXUNLOCKABLES as the special invalid value
- You can now create an unlockable that gives you an emblem only with SECRET_EXTRAEMBLEM.
- One step above the completely rewardless squares from Kirby Air Ride.
- Added color to `unlockable_t`.
- Can be used both with user-specified icons (remappable green->color) and with non-SECRET_SKIN default graphics (invincibility full-range remap)
- Replaced condition type UC_EXTRAEMBLEM with the more general UC_UNLOCKABLE.
- MAXUNLOCKABLES is now == MAXCONDITIONSETS
- MAXCONDITIONSETS is UINT8_MAX
- MAXUNLOCKABLES is (MAXCONDITIONSETS-MAXEXTRAEMBLEMS)
Haven't come to a decision yet on whether Extra Emblems should just be made with the Unlockable struct or maintain their distinct status, this commit kicks that can down the road
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.
- Followers now have categories, definable in SOC
- New character select step: Follower category
- "None" is a category, just skips straight to Follower None
- Select a category to go to the previous regular follower selection step
- Press the C/Extra button to reset a character select step to its "default"
- Character: Center the character in the engine class (goes from [0,1] to [1,1], etc)
- Character alts: Centers the "primary" alt (prefers Eggman over Eggrobo)
- Skincolor: Centers the character's prefcolour
- Follower category: Centers on the "None" option
- Follower: [CURRENTLY NO BEHAVIOUR]
- Followercolor: Cycles between follower's defaultcolour, "Match", and "Opposite"
Allows for custom weather types.
In SOC:
```Freeslot
PRECIP_GROOVY
Weather PRECIP_GROOVY
Type = MT_PARTICLE
Effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING```
In Lua:
```freeslot("PRECIP_GROOVY")
precipprops[PRECIP_GROOVY] = {
type = MT_PARTICLE,
effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING
}```
Then in level header, simply set `Weather = PRECIP_GROOVY`.
Other properties are part of the object itself:
- Falling speed is set as the object's speed
- Sound ID is set via the object's SeeSound
- Sound frequency is set by the object's Mass.
* Rework HU_UpdatePatch to HU_UpdateOrBlankPatch with a "required" boolean.
* If desired graphic is not present in resources:
* If required is true, return `missingpat`.
* If false, return NULL as before (font compatibility).
* Add an alias with the previous function signature, so you don't need to add a million `true`s everywhere.
* Remove a ton of irrelevant graphics the game attempts to cache only because of code inherited from vanilla SRB2.
* Remove the unused hudinfo system, also inherited from vanilla SRB2.
Also fixes a buffer overflow, but said overflow generally got caught by
the stack smashing protector. Still, it's better for SOC files not to be
able to crash the game that easily.
* Introducing K_GetKartButtons(player_t), for adding false presses to.
* K_GetForwardMove(player_t) takes kickstarting into account, and is now applied to engine sound generation too.
* BT_REALACCELERATE has been deleted.
It's no secret that holding down a button a lot can fuck with your wrists and fingers. It's too late for me to be damageless, but I can at least create an option to reduce further harm.
This accessibility feature, when enabled (kickstartaccel and kickstartaccel2/3/4 in the console) behaves with the following properties:
* Hold accelerate for 1 second to lock it down.
* Press again to release.
* Short holds/presses do nothing (good for POSITION).
* Continue holding it during the releasing press to re-lock it.
* A small triangular UI element is added next to the speedometer sticker, which displays the current state of the acceleration kickstart for visual feedback. (NO SPLITS SUPPORT YET)
In addition:
* Add PF_ACCELDOWN and PF_BRAKEDOWN, and BT_REALACCELERATE (which ACCELDOWN tracks). Even if this feature never gets merged, BT_REALACCELERATE is required because sneakers and boosters force it on too (extending this is how I implemented it).
* Fix the dehacked playerflag list being out of shape.
* I replaced some existing flags during development of this branch, so their old uses have been whittled away.
Art is missing, but functionality is complete.
The kart corpse is also placeable as type 4095. No way to set its color currently, it simply defaults to SKINCOLOR_RED.
Looks far more colorful this way! By default it is additive... but like SMK, there is a map header option for subtractive, intended for maps with white roads.