- 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
- 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")
- 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
- 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
* 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
- 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)
- 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
* 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.
- 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
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`
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.
- 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
- 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
- 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
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.
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.
- 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
- 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
- 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"
* 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...
- 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