I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
This caused some scary issues with P_SaveNetGame the other day, and it's making ACS net sync harder. Let's just cut this off right now.
Also fixed some scary mix-ups in some of the Lua archiving code.
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
* 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
- The "never force a retry" condition is now `!G_GametypeUsesLives()`
- In GT_SPECIAL *and* GT_VERSUS, check for K_IsPlayerLosing before retry, instead of bespoke check
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
- They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
- More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
- They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
- More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.
- Solved by leveraging M_GetFirstLevelInList alongside existing M_CountLevelsInList calls
- Also optimises the above calls in the M_CupLocked case, since that's no longer being directly used otherwise
- Replacement for LF2_VISITNEEDED, which was itself a Kart-specific inversion of LF2_NOVISITNEEDED
- Prevents selection in time attack before you've beaten the level in another context (GP, or MP if applicable)
- Should be used for Sealed Stars (and Adventure Example) exclusively IMO, but usable for others too
Related adjustments:
- Allow a map to have a `TypeOfLevel` of 0 without error
- Change the Condition String for UC_MAPVISITED to "Finish a round on X" (previously "Beat X")
Add SRB2_ASSERT, superceding I_Assert
This assertion macro always expands to a call of srb2::do_assert, which
is overloaded with two templates: one which applies if the provided
Level is less than or equal to the SRB2_ASSERTION_LEVEL, and one which
is a no-op. When optimizations are enabled, this will verifiably remove
the evaluation of the expression in all cases, instead of evaluating the
expression and doing nothing with it.
Add srb2::NotNull wrapper utility
This is meant to be used in places where pointers are used as
parameters. It can be used with any pointer-like type, not just raw
pointers. During construction of NotNull, the pointer will be asserted
not-null in debug and paranoia builds, and in release optimizations with
no assertions, the code decays gracefully to standard pointer-passing.
Will make long-term management of this menu easier, and pushes aside some inconsistencies between graphics
May be reverted in part or full if it doesn't work for particular assets