Commit graph

84 commits

Author SHA1 Message Date
wolfy852
116d8d8f99 Sanity checking and cleanup 2023-02-11 03:08:46 -06:00
wolfy852
b089696021 Add MAXMUSNAMES constant 2023-02-10 13:22:39 -06:00
wolfy852
53d301112e musname_size variable
Should prevent errors when only 2 music entries are defined
2023-02-08 23:12:41 -06:00
wolfy852
e1927b693f Correct shadowed declaration and missing include 2023-02-08 22:23:54 -06:00
wolfy852
276cba4641 Basic alt music
mapheaderinfo's musname field is now a 2 dimensional array, it can take up to 3 tracks and will randomly select between them on level load.
2023-02-08 22:11:37 -06:00
toaster
75ffdf06cd reademblemdata: Change defaults for part-provided Medal definitions 2023-02-04 20:38:15 +00:00
toaster
afafdea14b readfollower: Fix plenty of memory unsafety
- Fix uninitialised memory usage caused by goofy delayed strcpy
- Use strlcpy instead of strcpy for unknown length sources, just for additional memory safety
- Remove opportunity for printing a number of more than one digit into a buffer only two chars long
2023-01-05 19:31:49 +00:00
toaster
2db7562c24 LF2_FINISHNEEDED
- 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")
2022-12-31 16:22:46 +00:00
toaster
3ee8713e46 Dehardcode menu gametype selection, part 1
- Introduce `menugametype`
    - Controlled by IT_KEYHANDLER/M_HandleMenuGametype
    - Excludes gametypes that do not support multiplayer by default
        - GTR_CAPSULES and GTR_BOSS for now, but also user-specifiable GTR_NOMP
- Remove gametype_cons_t and G_UpdateGametypeSelections, an obstacle in the way of infinitely allocatable custom gametypes
2022-12-30 15:23:26 +00:00
toaster
52040c1248 Replays (net and timeeattack) now recognise gametypes by name
- Should support custom gametypes, but haven't been thoroughly testing those
- Custom gametypes must now be unique by name
- Custom gametypes now have a maximum name length of 31
2022-12-29 23:13:51 +00:00
toaster
04f2ac4121 "Special" time attack mode for 1P.
* Both GT_SPECIAL and GT_VERSUS.
* Access controlled by SECRET_SPECIALATTACK. (You're blue now.)

Related changes to precipitate:
* Cups that only have one map in them get selected immediately, rather than off-the-cuff.
    * Done by seperating out a new function M_LevelSelected from M_LevelSelectHandler
* Maps that only have one lap in them don't have a visible lap timestamp sticker.
* Fix a cup with *no* valid maps for the current ruleset being hypothetically selectable
2022-12-27 22:34:02 +00:00
toaster
185b36bd27 gametype_t
- New array of pointers to structures in memory (currently mixing static for base-game and Callocated for custom)
- Centralises a metric-ton of previously seperately handled properties into one struct
    - Gametype_Names[]
    - Gametype_ConstantNames[]
    - gametypetol[]
    - timelimits[]
    - pointlimits[]
    - gametypedefaultrules[]
- Don't attempt to guess custom gametype in Replay Hut (requires more work to make custom gametypes behave across the entire experience)
- I_Error if invalid gametype set
- gametyperules is deprecated since it will never be modified seperately from gametype (temporarily a #define, don't wanna bloat this commit too much)
2022-12-26 01:07:57 +00:00
toaster
fbc3af2096 Pre-emptive fixes for custom gametypes
- Handle mismatched gametypes for client and server on voting screen
- I_Error when running out of gametypes
- Reduce gametype freeslots slightly to avoid colliding with VOTEMODIFIER_ENCORE
2022-12-24 21:21:03 +00:00
toaster
8edf099f78 Sal's review: Clear levels on gamedata addition by default
Instead, if you want an exception - in the *same* MainCfg block, set `doClearLevels = False` (or `0`, or `No`)
2022-12-19 21:26:52 +00:00
toaster
8e88a840bb Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into unlockables-undefeatable
# Conflicts:
#	src/k_menudraw.c
#	src/k_menufunc.c
2022-12-19 20:13:44 +00:00
toaster
d25e59535c Invalidate all instances of the same map across multiple cups' cachedlevels, so that it DEFINITELY will be assigned to the first cup in the linked list in P_InitMapData. 2022-12-18 14:40:16 +00:00
toaster
5f9854e898 First steps to making battle maps cup-based.
* Permit a map existing in multiple cups, rather than I_Error
    - The reason we didn't permit this before was because of marathon plans/advancemap next.
    - To that end, in that progression type, a map is only considered in its first valid cup.
2022-12-17 19:16:18 +00:00
toaster
88d41f6721 SECRET_ALTTITLE
My final indulgence for this branch. One cvar that swaps a patch
2022-12-14 20:18:53 +00:00
toaster
2fbbe52ded Cache level ID for Emblems, too 2022-12-14 17:50:00 +00:00
toaster
c7db580338 Remove debug print from Unlockable SOC color parse 2022-12-14 17:31:10 +00:00
toaster
7081ffd509 Fixes and changes for Emblem system
- 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
2022-12-13 22:19:37 +00:00
toaster
117b4c6a7b GAMEDATA MainCfg SOC block adustment
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
2022-12-13 18:20:52 +00:00
toaster
b26da37477 Forgot to stage compilation fix 2022-12-13 18:10:47 +00:00
toaster
ff1574f80f Allow for marking Emblems as "not a Medal" via SOC definition
Also remove long-unused `hint` string
2022-12-13 17:48:35 +00:00
toaster
fc6eff65c2 Cache the result of M_UnlockableSkinNum/FollowerNum/MapNum/Cup
Improves performance on mapheader iteration for M_Map/CupLocked significantly.
2022-12-13 16:15:31 +00:00
toaster
2871ccb4f1 Rewrite level restrictions
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.
2022-12-13 13:45:17 +00:00
toaster
76e290678f Groundwork for later commits
- 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`
2022-12-13 13:07:46 +00:00
toaster
5a404799b3 Add limits to PWR unlock condition 2022-12-12 16:43:27 +00:00
toaster
fefaee1982 SECRET_FOLLOWER
Completely clientside, unlike SECRET_SKIN. Followers have no gameplay function, and it saves us having to write even more to our demos/netsaves. Replaces SECRET_WARP.
Also:
- Now don't apply skins or followers from profiles if the skin is locked - instead, get the closest skin in stats. (Same function as from demos!)
- If you're looking at a profile and the skin or follower are locked, make them solid colour (TC_BLINK).
- Don't show the ring cursor before you've selected a profile.
2022-12-04 01:09:08 +00:00
toaster
a33d6d9235 Fix level/cup unlocks
- 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
2022-12-03 17:29:14 +00:00
toaster
d061dd09fd Removing extraemblem_t
- 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
2022-12-03 14:52:58 +00:00
toaster
017871eaad Custom Icon support for unlockable_t 2022-12-03 12:18:59 +00:00
toaster
6671e181b0 Increase unlockable/conditionset limits
- 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
2022-12-03 11:40:58 +00:00
toaster
1391cbe01e M_PopulateChallengeGrid
Basic challenge grid data is now generated the first time you head to the challenges menu.
- Large tiles are placed first.
    - `UINT8 majorunlock` in `unlockable_t`.
    - Builds a list of all possible positions the first large tile could be plonked at.
    - Randomly selects from that list, then removes every position that overlaps the given spot before the next large tile is handled.
- Smaller tiles are filled into all the remaining gaps.
    - Currently bubbles gaps through the random list if empty spots after large tile placement > number of small tiles to place, but all the gaps could be forced to the end.
- Has a REALLY prelim drawer, literally just enough to confirm the tilegrid data is correct visually.
- DEVELOP: Can be regenerated by pressing (C) while the challenges are up.
Also, general maintenance.
- Remove `showconditionset`, `nocecho`, and `nochecklist` from `unlockable_t` for not fitting with our new intent for challenges
- Remove M_AnySecretUnlocked - Not currently used, but its eventual use - stopping a player from seeing a completely blank challenges grid - isn't in the spirit.
- M_MapLocked no longer permits all map transitions in DEVELOP, so unlocks can actually be tested.
2022-12-01 16:04:12 +00:00
toaster
6d0637d39d Unlockable skins (in a way friendly to #define MAXSKINS 255)
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.
2022-11-27 22:53:29 +00:00
toaster
08a9f69ed6 Multiple BonusGame support
- Comma-separated (exactly the same as levellist)
- Not REQUIRED, you can still make cups with one or zero BonusGame entries
- Happens every (numlevels+1)/(numbonus+1) - 5 and 2 makes after rounds 2 and 4, for example
2022-11-25 22:31:55 +00:00
toaster
2e75012645 Clean up follower setting to handle strings and values just like player->skin
- Fixes defaulting to follower id 0 (previously chao, currently hot robo) when joining a server without going through the menu flow
- No need to store TWO names for a follower, so save a little memory
- Should make it easier to add unlockable followers later
2022-11-07 18:11:45 +00:00
toaster
8aeaf9738d Major changes to follower selection
- 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"
2022-11-06 22:53:12 +00:00
toaster
1cae2e1502 Fix loading follower default colour
Also corrects an issue where the last two skincolours were not being copied to the followercolor table
2022-11-06 15:21:22 +00:00
toaster
e027cc2a06 Error checking for running out of freeslots 2022-11-03 14:23:30 +00:00
Eidolon
fbe9fad2ea Increase buffer size in readfollower
Fixes buffer overflow crash with checked string functions on macOS
2022-10-30 22:55:11 -05:00
toaster
21be55e924 Fix cup level list behaviour
- Frees existing string data
- Unbinds cup backreference here instead of in p_setup
2022-10-15 15:43:11 +01:00
toaster
f926842b30 Fix replacing cups' map lists not properly reassigning the cachedlevels 2022-10-14 13:19:20 +01:00
toaster
fe2757cb44 Fix special map usage
- Free header on `CLEAR LEVELS` even if it's `tutorialmap`
- `titlemap` infinite recursion prevention Z_Free's instead of leaking
2022-09-23 20:59:02 +01:00
toaster
c1dbbdf801 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers 2022-09-23 17:38:49 +01:00
toaster
a4c73b204a Kill spstage_start and spmarathon_start 2022-09-23 13:07:59 +01:00
toaster
48e9138dda Refactoring ahoy
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
    * Add a cache of level IDs to cups, to go with the strings.
    * Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
    * Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
    * Countdowntimer? 💥
    * Startrings? 💥
    * sstimer/ssspheres? 💥
    * forcecharacter? 💥 (distinct from forceskin)
    * interscreen? 💥
    * sstage_start/end and smpstage_start/end? 💥💥💥💥
    * You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
2022-09-22 17:14:41 +01:00
toaster
574cc6049f NUMMAPS is dead
Dynamically allocated mapheaderinfo. 1035 reserved slots in a google doc is a thing of the past
2022-09-21 23:01:58 +01:00
toaster
60355d9efd Move two of the three remaining NUMMAPS arrays part of the mapheader_t struct
- mapvisited and recorddata_t (previously mainrecords)
- Changed how gamedata is saved and loaded
- Change the versioncheck (funny hex provided by chengi) AND call it `developringdata.dat` in develop builds
- Fix a bunch of off-by-ones in condition and emblem data
ALSO, for Time Attack:
- Fix menu not showing off your times
- Now save times even when gamedata modified, since the menu didn't care (come back to it?)
- Don't save times or do intermission screen if the Capsule Attack ended because you lost all your bumpers
- Fix a crash adding ghosts in Capsule Attack
2022-09-21 22:12:36 +01:00
James R
499c61a9f2 Kill SPRITE/SPRITEINFO, SPRITE2INFO SOC headers
Kill it because maintaining three parsers for the same
data is insane.
2022-09-21 12:15:21 -07:00