- Prevents a map from appearing on the vote screen if
there are too many players
- LobbySize
- Duel - 2 players max
- Small - 5 players max
- Medium - 10 players max
- Large - 16 players max (default if not set)
- Future proofing
- Doesn't count bot players in gametypes that don't
support bots
Notable deletions:
- Metal Sonic Race
- Includes all the specialised recording/playback apparatus which made g_demo.c harder to read
- A bunch of hyperspecialised code inside several A_ actions
- EXCEPTION: intentfully left in the spriteless SMK stuff for Sal's add-on down the line.
All courses are restricted in Match Race/Time Attack/Online if not visited in GP UNLESS:
- It is the first Race Course of a Cup
- Course has "NoVisitNeeded = True`
- The Controls Tutorial and Test Run are the only two stages that will need this
The above replaces:
- A lot of restricted courses having to be marked with `FinishNeeded = True`
- Hidden Palace
- Sealed Stars 1-14
- Once Special Mode is unlocked, it will now be possible to practice Sealed Stars before rematching them in GP
- Almost all Tutorial-specific behaviour, since it was heinously hacky
HOWEVER, `FinishNeeded = True` was left in specifically for future releases, and I reserve the right to use it on Adventure Example again before launch.
- Always force a page seperation between the last core files cup and the first modded cup
- Lost and Found sits exactly between them
- If any cup on the last page of basegame is unlocked, place LnF on the last core page
- Else, LnF is the first "cup" on the first Modded page
- It's done this way so no Core material is spoiled if you haven't unlocked it yet. We want people to believe RR contains only 7 cups unless they go above and beyond
Also address Volt's bug report: Prevent the first page of cups from being overridden if everything is locked
- Controlled by M_CupSecondRowLocked
- Looks for any Cup with associated unlockable that's on the second row
- Cached on load for both relevant menus - Cupgrid and Challenges
- Custom cups will be stretched out onto more pages
- Side incentive of unlocking more material: Less annoying interactions with custom material
- Pages with nothing unlocked are completely skipped over
Also moves a bunch of minor things which previously used magic numbers to the CUPMENU_COLUMNS/CUPMENU_ROWS defines, for sanity
Resolves most of #772.
- Match maximum size of levels array to ROUNDQUEUE_MAX, to prevent edge cases
- Explicitly check that numLevels does not equal/exceed array size before writing
- Go to a MainCfg-specified map on its guessed gametype
- `TutorialChallengeMap = RR_ZonedCity`
- Some unique settings
- K_CanChangeRules() == false
- If GTR_CIRCUIT, make it Hard Speed
- If GTR_BUMPERS, die in one hit
- If GTR_BOTS, make them all difficulty 13 of the default bot skin
- No Medals or Spray Cans during the Tutorial Challenge
- Complete the stage in 1st place or don't bother at all
- Has the "Give up" menu option available, but no "Try Again"
- Condition for successfully completing the Tutorial Skip
- `Condition1 = TutorialSkip`
Related bugfixes:
- Correctly wipe skipstats when returning to the Title/menus
- Typing of `ultimatemode` (hey this isn't accessible by anything right now I wonder)
- Gametypes have "GPpic" and "GPpicMini" parameters
- These are shown in contexts where a Round Number would be shown in GP, but an eventmode is under way.
- Instead of having different rules to show up on the pause menu, titlecard, and tally/intermission...
- Pause Menu Roundqueue, Tally, and Intermission have all been aligned to the same rules.
- As long as the titlecard is standard, it will show the GP Pic per those rules. (GTR_SPECIALSTART and GTR_BOSS still have their unique behaviour here)
You have to destroy all objects of a certain list of types.
UNLIKE OTHER CHALLENGES, this is dependent on a mapheader parameter!!
The author of this commit just didn't want to create too laggy a condition check.
- `Condition1 = MapDestroyObjects RR_ESPRESSOLANE tables & chairs
- Map RR_ESPRESSOLANE
- DestroyObjectsForChallenges = MT_ESPTABLE,MT_ESPCHAIR
Determining whether a map or cup is unlocked or not is now linear-time.
- Attempted to cache SECRET_SKIN et al as well, but skins are loaded after unlocks... oh well.
- Was staring down the barrel of a triple-nested loop for implementing SECRET_ALTMUSIC, so did this first to set good precedent.
- If a follower with the specific Mystic Melody sound effect (DSMELODY) is used on the Shrine by a local player...
- Activates the shrine after two seconds!
- This is clientside only.
- Stores on the mapheaderinfo's mapvisited record
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.
Instead of being specific to each level, Spray Cans are stored in a list on gamedata that will be stepped along each Spray Can you collect.
They are only assigned to a level on collection - which prevents you from farming the same easy location for every colour in the game.
In addition, this new system is one step short of dehardcoding them entirely. Now only Spray Cans specifically asked for by the existence of UC_SPRAYCAN will be put in the list, and if a secondary parameter is either "Yes" or "True", it will be put at the head of the list. This could technically support custom skincolours one day, but the author of this commit doesn't care to do the last bit of work necessary to make it happen.
There's a slight extra overhead in that skincolor_t now also holds a `cache_spraycan` (renamed from `cachedcan`, which maps had previously)
Currently, there's no safeguard against grabbing it on a custom course - you'll lose the Spray Can as soon as you load a fresh game again - but I consider that easy to fix (tomorrow) and necessary before merger, because the author of this commit does NOT want complaints on release because we forgot to protect users who keep on losing their skincolors.
- Save retry condition in G_BeginLevelExit
- Apply condition in G_FinishExitLevel
Preparation for ACS level end scripts, since the exit
condition will need be known when the countdown starts,
not when it ends (that'd be too late to do anything in the
level).
- Replaces a few D00DKart objects because the doomednum specifically replaced one of these
- Reports on load if the map has too many, or if one's assigned but the object doesn't exist
Increments gamedata minor version, be aware
- M_AssignSpraycans
- Called in M_FinaliseGameData.
- Attaches a hardcoded set of colours to all race maps in cup order, stopping once we run out.
- The colours are shuffled, with some "freebies" always at the head of the list.
- Integrates partial lists pretty well.
- In DEVELOP builds, I_Errors if it produces corrupted state.
- G_LoadGameData, G_SaveGameData
- Save & Load is implemented for these assignments
The linedef's behaviour was broken horribly by long map names, and it's not worth the effort to fix it for the following reasons.
- It was considered a security vulnerability to have free access to the console when it was written.
- The game literally had a cvar to disable running console scripts. That's "I am willingly distributing ActiveX Word Documents in 2023" levels of foolhardery.
- Anything GOOD it can do, both Lua and ACS can do better.
- Four evaluation modes.
- Perfect
- Currently no visual implementation
- All others have a cool set of visuals
- Multi-stage animation of a glowing threat and a Star that's Sealed
- If they're relevant, show the gems you HAVEN'T grabbed
- Three modes here
- No gems
- For Easy mode, asks you to brave a higher difficulty
- Chaos Emeralds
- Not all 7 chaos emeralds? Push your rank harder!
- Super Emeralds
- Not all 7 super emeralds? Further challenge awaits!
- `useBlackRock` to make evaluation context less specific for custom material is replaced with `useSeal` option
- M_CheckCupEmeralds(difficulty)
- Returns the Emeralds you have for that difficulty
- Obviously returns 0 for Easy
- Makes the method of checking collected Emeralds for cup contexts significantly easier
Hilariously broken due to the evaulation gamestate, but the first piece of the puzzle: gets the player into the Credits gamestate after the conclusion of a Podium, if the GP context's cup has this boolean set.
We're unlikely to utilise this, but permits creators of custom user-created cups to flex their own style without fighting to replace the default Podium.
- Re-saved every time you lose a life, to prevent scumming
- Force-deletion of your backup has changed
- Don't when saying NO to the GP Backup load prompt
- Don't when returning to titlescreen under non-DEVELOP
- DO when starting a new Grand Prix session of any cup
- Now called "Grand Prix Backup"
- Filename is now `gpringsav.bkp`
- Since available in standard contexts, do a little extra guarding against unsporting behaviour:
- In non-DEVELOP builds, delete Grand Prix Backup when returning to the titlescreen/menus.
- "undo your extra work and make it more generic" - Tyron
Associated menu stuff is rough and unpolished, but it's 1am for the author of this commit.
- Activated for this session by either of the following Passwords.
- `savetheframes`
- `savetheanimals`
- The idea is that if Ring Racers were ever ran at a GDQ, runners would swear their alliegance to a particular Metroid routing at the startup stage, because I think it's funny and cute.
- A live event backup is created/overwritten on non-cheated grandprix level change.
- It's wiped on reaching the podium.
- When hitting PLAY on the main menu, if a live event backup exists, make a Menu Message.
- If you hit A, turn live event backups on for this session, and load the backup.
- If you hit B/X, delete the backup and proceed to character select.
- Done this way to avoid cheating a different character to the end of GP.
- Unlike the (maybe a little over-)engineering of ringdata.dat, liveringbak.bkp is streamlined as all hells and has very little recovery for differing file lists.