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.
- 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)
Matches Profiles, etc (including the funny "from the future" alert)
Also updates major VERSIONCHECK, so when this starts getting tested amongst the devteam it'll be explicitly not cross-compatible
Relatively quick port from v1., but with under-the-hood changes to match the Emblem/Medal and Extra Medal reworks. We can make it prettier (and contain more data) later.
- 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- Make all width calculations relative to a lump 320 pixels wide, to make outdated map thumbnails much, MUCH more visible.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).
- New `flags` field
- Permits coexistence of var and flags
- `notMedal` boolean is now `GE_NOTMEDAL`
- New `GE_TIMED` flag
- Disappears `var` tics after `starttime`
- Improved M_GetConditionString handling for specific Emblem grabs
- More explicit error handling for invalid Emblem
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
- New Previews of random-per-session maps with an overlay for
- SECRET_ENCORE (Phantom Ruby)
- SECRET_TIMEATTACK and SECRET_BREAKTHECAPSULES (Lap center circle stopwatch)
- SECRET_HARDSPEED (Rocket Sneaker, a sneaky reference to the current MS webview)
- Fix the position of SECRET_MAP's map to match the above
- Add a grey background at the bottom to really bring the feng shui together
Includes a dummied out alternate SECRET_CUP with more consistency to the idea of graphics exclusively in lower left, but matching the cup select screen won out.
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.
- Make the `SECRET_` constants an easily reshuffable `enum` instead of a series of byzantine `#define`s
- Includes SECRET_CUP and SECRET_MAP in preperation
- Begin the conceptual seperation between Emblems (special in-level objects) and Medals (specific type of emblem that adds to the counter)
- Rename UC_TOTALMEDALS and M_GotEnoughMedals, since the count is a Medals only thing
- M_CountMedals, in addition to being renamed, now has an `all` boolean parameter since getting the total is no longer as easy as `emblems + extraemblems`