Commit graph

210 commits

Author SHA1 Message Date
toaster
a8ae2f035e K_drawKartTimestamp: Draw in splitscreen if gametype has timelimit.
- 2p: In 1p position (slides from right)
- 3p/4p: In top-middle of screen (slides from top)
- Uses time from the display with the highest time, which covers exiting, no contest, etc
- Exposes V_ flags in the function signature
2023-02-16 18:23:10 +00:00
toaster
fa3b361e2f K_drawStartCountdown: Only show "DUEL" text if you're actually inDuel. 2023-02-16 16:36:32 +00:00
toaster
31dcb3346e K_drawKartTimestamp: Still draw your best record even if the map has no ET_TIME medals 2023-02-05 19:48:25 +00:00
toaster
55b7d21051 G_TickTimeStickerMedals, G_UpdateRecords, K_drawTimestamp: Jitter HUD on both Medal-earning success and general failure to reach desired time 2023-02-05 18:44:25 +00:00
toaster
eb16f9d5a9 G_TickTimeStickerMedals: Move the failed-record sound handling out of K_drawKartTimestamp 2023-02-05 18:31:59 +00:00
toaster
4522ba3b4d stickermedalinfo, UpdateTimeStickerMedals: A centralised struct for Medal info attached to the time sticker.
- K_drawKartTimestamp: Significantly less messy, no longer dependent on static variables, and no longer iterates over M_GetLevelEmblems every rendered frame(!!)
    - TODO: Still handles playing sound in the drawer
- K_PrepareTimeAttack: Initial generation of a struct of emblems/text is handled on the menu
- G_UpdateRecords: Updated in-game if you unlock the next medal there
This commit was amended to centralise the new material in g_game.c and reduce the number of header additions required.
2023-02-05 17:42:28 +00:00
toaster
ac2255572a K_drawKartTimestamp: Do not update visible emblems on level completion unless you got more than one on completion
TODO: this code relies heavily on static variables. It has always done so, but the extent to which they're currently employed is worth a fresh look
2023-02-05 00:35:22 +00:00
toaster
42969d8d15 M_CheckLevelEmblems: Support tagging ET_TIME emblems
An ET_TIME emblem with a nonzero tag is directly bound to a staff ghost's finish time. This will make late development medal implementation signifcantly easier.
2023-02-04 22:17:47 +00:00
toaster
4446b1ed9e K_drawKartHUD: Draw a special mini version of RR's title logo instead of that of SRB2Kart's 2023-02-04 18:04:18 +00:00
toaster
223531ffce Precalculate as much shared minimap/automap data on level load as possible
- `P_InitMinimapInfo`
    - Writes to `p_local.h` extern struct
    - Handles everything previously distributed across multiple K_drawKartMinimapIcon calls (and most of AM_findMinMaxBoundaries)
- Reduces complexity of drawKartMinimapIcon significantly
- Last prerequisite before implementing user-placable minimap boundaries...
2023-01-24 14:46:25 +00:00
toaster
dafd6d5dfa New console command "minigen"
- Generates "MINIMAP.png" in your srb2home
- Uses inherited automap code to render to a temporary buffer
    - Because am_map.c is a mess of filescope static variables right now, this only works when the automap is disabled.
- Currently an equal alternate method to SLADE's map image export, but because we're in control, additional features can be added later...
    - TODO: Off vertically by one pixel on GHZ. Otherwise effectively identical in shape
    - TODO: the colours are rancid, I wonder if they were even updated for the 2.2 palette

Related:
- Use identical linear-time mechanisms for detecting borders of map geometry between automap and minimap
    - Automap was previously using iteration over all vertices
    - Minimap was previously pointlessly writing min/max values twice
2023-01-23 12:33:35 +00:00
James R
d56a5041aa Use K_GetCachedItemPatch for distribution debugger
Fixes crash from patch array mismatch.
2023-01-05 05:13:18 -08:00
toaster
4bbe3d7177 Draw Rings/Lives HUD even when not GTR_CIRCUIT 2023-01-01 14:55:58 +00:00
toaster
42a6b03e48 Remove "circuitmap"
An effectively useless global scope boolean that literally checks for the presence of a finish line, created in and used only by things we inherited from vanilla SRB2
2022-12-31 23:27:59 +00:00
toaster
425a02d09b Make GTR_BUMPERS less monolithic
* Battle-like item box respawn handling inverse of GTR_CIRCUIT
* Make battle fullscreen overlay forbid GTR_CIRCUIT
* Make GTR_ITEMARROWS actually do something
* Make everything related to points actually use GTR_POINTLIMIT
* Fobid sphere addition without GTR_SPHERES, to mirror ring addition forbidding
2022-12-31 23:12:41 +00:00
toaster
8bb29e340c Fix a crash in K_drawBossHealthBar exposed by the new random functions 2022-12-26 23:07:32 +00:00
toaster
17dd15b998 "Special Mode" (Sealed Stars) and "Versus Mode" (bosses) are now gametypes
* 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()`.
2022-12-26 23:06:24 +00:00
toaster
eb74ec3904 Change the rules for some things selected in the previous commit.
- 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
2022-12-26 22:06:26 +00:00
toaster
8431e52687 All playsim-internal distinctions between Race and Battle are now gametype rules.
New:
- GTR_POWERSTONES
    - Handles spawning in Battle Emeralds (currently only works stacked with GTR_PAPERITEMS)
- GTR_ENCORE
    - Codifies that Race can use Encore and Battle can't.
- GTR_CLOSERPLAYERS
    - A gametype where players are encouraged/expected to be closer together. (All of the following was GT_BATTLE specific)
        - Drafting/tether has increased strength/effective distance
        - Spindashing is stronger
        - Invincibility chaining has less effect
        - Grow has a lower total duration
        - Flame shield is more uncontrollable

Extra functionality
- GTR_CAPSULES
    - Prevents usage of lives in Grand Prix (so Race, and the upcoming Special and Boss gametypes, can have 'em)
- GTR_CIRCUIT
    - When not present, Flame Shield has perma-full meter
    - When not present, overrides gamespeed with KARTSPEED_EASY
    - Presence of Best Lap sticker in Time Attack menu
    - Seperation between Time Attack and Break The Capsules modeattacking roulettes
- GTR_POINTLIMIT
    - Handles the switch between a gametype recording/displaying Times and Scores in a few places
    - Handles displaying "WANTED" players on the minimap

Missing simple substitutions
- A whole bunch of cases where player->bumpers was checked with gametype == GT_BATTLE rather than GTR_BUMPER
- GTR_OVERTIME handles the overtime special icon on the minimap
- GTR_BATTLESTARTS is honoured in K_DoIngamerespawn
- The Replay hut is closer to supporting custom gametypes

Removals
- GTR_LIVES
- GTR_SPECIALBOTS
    - Given that grand prix persists between modes, these are special game-controlled features and not gametype-specific.
- GTR_WANTED
    - WANTED as it existed is functionally dead
2022-12-24 22:43:00 +00:00
toaster
33167078c8 Merge branch 'capsules-improvement' into 'master'
Break the Capsules additions

See merge request KartKrew/Kart!793
2022-12-20 21:26:46 +00:00
Sally Coolatta
a7ff0afc8b Merge branch 'master' into capsules-improvement 2022-12-19 01:12:07 -05:00
VelocitOni
8cd36dbf03 Merge branch 'master' into unlockables-undefeatable 2022-12-18 01:59:04 -05:00
James R
374342358d Fix HUD item flicker crash
Fixes item capsule award if a roulette was not rolled
sometime before.
2022-12-17 18:55:38 -08:00
Sally Coolatta
6554c8bfb1 Improve scope handling of the roulette
All of the player_t references are now full-const instead of const pointer after a certain point. This is because I've made two mistakes so far of modifying the player with this, when it's supposed to be safe to call for HUD as well.

Also uses this split to add a more efficient way to prevent multi-Shrink/SPB.

Also handles NULL player better, for the sake of Battle's K_CreatePaperItem.
2022-12-15 02:13:46 -05:00
Sally Coolatta
ffe9d5cd1d Properly support small splitscreen itembox 2022-12-15 01:41:34 -05:00
Sally Coolatta
f7e53ec811 Cleanup lots of the older roulette code
- Most of it now requires a reference to itemroulette_t, rather than copying all of the variables over.
- Increased the effect of Frantic Items, as the old scaling was made extremely low because  item distance was exponential back then.
- A lot of variables are pre-calculated in itemroulette_t instead of redoing the calculations every time (player count, first place's dist, etc)
- Make most of these functions only accessible by k_roulette.c
- Even when single items get forced into your roulette, the Super Ring Debt effect can happen
- Make the game support setting single items from other gametypes (Pogo Spring-only races work now)
- Fix some item distances not accounting for scale
- Prevent multiple of certain items from rolling at once; Shrinks (not a big deal) and SPBs (OH GOD NO)
2022-12-15 01:23:23 -05:00
VelocitOni
c5372f4ce3 Merge branch 'master' into capsules-improvement 2022-12-14 23:19:34 -05:00
toaster
f87db3cfab Further K_DrawMapThumbnail changes.
- 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).
2022-12-14 13:08:06 +00:00
Sally Coolatta
6b8a011aa1 Flicker other items when selecting
Makes the lerp back to the middle less jarring, since the items that were just there won't disappear.
2022-12-13 18:02:21 -05:00
Sally Coolatta
2a546df3fb Fix debugger breaking, reduce size 2022-12-13 12:44:11 -05:00
Sally Coolatta
8534703de6 Further improve item debugger visibility
- Half the scale of the item graphics, and reduce the spacing, so more of the reel can fit in one column.
- Move the item table text over to the right, depending on how many columns were drawn.
- Display the item roulette speed, as well.
2022-12-12 17:43:32 -05:00
toaster
bd5d51ac7b K_DrawMapThumbnail
- 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
2022-12-12 21:51:11 +00:00
Sally Coolatta
b0537de79e Re-implement debugitemodds 2022-12-12 16:44:24 -05:00
Sally Coolatta
202c505664 Implement roulette visuals 2022-12-12 02:18:18 -05:00
Sally Coolatta
79813f1398 Merge branch 'clipping-rectangle' into deterministic-roulette 2022-12-11 23:58:55 -05:00
Sally Coolatta
a481e4b34b Deterministic roulette
The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.

Still needs the visual of the items scrolling, to make it not blind.
2022-12-11 23:58:11 -05:00
Sally Coolatta
3a8b1ea8e6 Comment out test case 2022-12-11 14:02:48 -05:00
Sally Coolatta
b95a18676f Clipping rectangle
Instead of the absolute insanity that is V_DrawCroppedPatch, which makes you specify the number of pixels to crop off the top/left and then the number of pixels to show after the crop ... you just use V_SetClipRect to create a rectangle for any future draws to be cropped down to, and V_ClearClipRect afterwards to clear it.

Currently only supported by V_DrawStretchyFixedPatch. Ideally other drawing functions should also receive clipping rectangle support too.
2022-12-11 13:53:51 -05:00
toaster
ac15d4caa3 Icon selection + Extras menu access
* 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).
2022-12-02 20:13:52 +00:00
toaster
845fe12b52 Conversion to using gamedata_t
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
2022-11-30 13:19:21 +00:00
Sally Coolatta
81cefa2697 Gachabom initial pass
They simply use Kitchen Sink's item icon and Orbinaut's sprites.

The forward toss behavior needs fine-tuning to use more MT_BANANA style behavior.
2022-11-28 02:41:42 -05:00
Sally Coolatta
a0bcd52bf1 Break the Capsules HUD tracking 2022-11-28 01:47:00 -05:00
Oni
db621c4538 Merge branch 'waypoint-fixes' into 'master'
Big Waypoint Change

See merge request KartKrew/Kart!784
2022-11-27 02:01:43 +00:00
toaster
b1adc3d27c Fix chunky gap between Kart position numbers
There's still a big gap but that's a graphics lump size issue, code wouldn't solve it
2022-11-26 22:39:27 +00:00
Sally Coolatta
b55c67c29d Add currentwaypoint 2022-11-26 02:46:52 -05:00
toaster
b8f59fd227 Skin and playerstate code in demos has been partly rewritten to support more than was previously possible.
Notable new features:
- Guaranteed native compatibility with SF_IRONMAN even with differing # of skins
- Bots (todo: can still desync midway through round)

Implementation details:
- Demo code (skins):
    - Instead of writing a skin name string, and the player's kartspeed, kartweight, and charflags for each player in the initial player-interpreting loop...
    - Write a skinlist of EVERY skin's name string, kartspeed, kartweight, and flags next to the file list, to be read into `demo.skinlist`.
        - If the skin name isn't loaded, find the skin with (in order)
            - SF_IRONMAN if your skin had SF_IRONMAN, since that's more important to signal
            - the closest stats otherwise (as per previous implementation)
        - Just as tolerant to stats AND the number of base skins changing between versions (the bonuschars aegis situation)
        - Not tolerant to restat, but we can add a DXD or EZT later if we want to natively support that kind of mod
    - In the initial loop and DXD_SKIN, just write an index that can be used for `demo.skinlist`, and store it in `demo.currentskinid[p]`
    - The player's skin is now encoded as EZT_IRONMAN for ghosts (and just in case RNG sync fails for unrelated reasons)
- In the SF_IRONMAN code when demo.playback is true
    - everywhere where `skins[player->skin]` is referenced instead uses an index into `demo.skinlist`
    - SetRandomFakePlayerSkin uses the `demo.skinlist` to build a table to ensure exact random call parity
        - Also means it no longer double rejection-samples.
    - `player->fakeskin` and `lastfakeskin` are always == their original recording values, a skin id which can be used into `demo.skinlist`
- Demo code (playstate, initial player setup loop):
    - Add bot flag (`DXD_PST_ISBOT`, `DEMO_BOT`)
    - Add in-between-level botvars (difficulty, diffincrease, rival)
    - Don't rely on `PF_WANTSTOJOIN` to activate

Additional bugfixes:
- Followerskin set to -1 in CL_ClearPlayer so a bad follower isn't recorded on player join without name and color change arriving immediately
- Accomodate new joiners in demo code even if they're not on DXD_PST_SPECTATING for one reason or another
- Demo extra file list saving is now its own function for code cleanliness
- Actually only modify players relevant to the demo at the end of G_DoPlayDemo, not all 16 by supplying and overwriting garbage values (POSSIBLE MEMORY CORRUPTION FIX, mobj_t pointer was previously dereferenced)
2022-11-22 14:28:48 +00:00
toaster
e65d17cd4d Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into ironman
# Conflicts:
#	src/g_demo.c
2022-11-21 15:49:29 +00:00
James R
4316169d99 Fix -Wtype-limits
This subtraction cannot yield a negative value, even if
the type were signed, so the max is useless.
2022-11-19 01:37:12 -08:00
Oni
996e3c97ef Merge branch 'banana-vfx' into 'master'
Banana visuals

Closes #308

See merge request KartKrew/Kart!772
2022-11-19 00:47:21 +00:00
Oni
2d67c0c460 Merge branch 'chengi-nums-fix' into 'master'
Chengi's position numbers from months ago finally implemented (again)

See merge request KartKrew/Kart!769
2022-11-19 00:45:50 +00:00