Commit graph

205 commits

Author SHA1 Message Date
toaster
cc4518f80a M_DrawChallengePreview
Draws a preview of an unlock in the bottom left corner.
- Currently only supports unlocked ones (needs a roughly character-sized question mark graphic created)
- Currently only supports SECRET_SKIN and SECRET_FOLLOWER
Also, makes the area available to M_BuildConditionSetString smaller to avoid crossing into that region
2022-12-12 20:39:53 +00:00
toaster
cc9a65c8f8 Add unlock condition text to Challenges menu
Has ifdef'd out code for conditions to change between white and yellow when achieved to match V1 behaviour... wasn't able to figure out why it wasn't working, so dummied out for now.
2022-12-12 16:55:56 +00:00
toaster
6d3a812ff3 Fix some G_BuildMapTitle memory leaks (found while writing the next commit) 2022-12-12 16:44:40 +00:00
Sally Coolatta
a481e4b34b Deterministic roulette
The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.

Still needs the visual of the items scrolling, to make it not blind.
2022-12-11 23:58:11 -05:00
toaster
7f45ae4212 Now that the background and border colour is the same, only draw unselected border when a tile is being drawn. 2022-12-11 20:34:52 +00:00
toaster
ae43e3a6ce A little extra cleanup to M_DrawChallengeTile 2022-12-11 20:28:41 +00:00
toaster
b92af9222f Change the colours on the Challenges menu for increased contrast 2022-12-11 17:28:23 +00:00
toaster
edeb9d072c Re-add cross-around hack for M_DrawChallenges 2022-12-11 17:01:25 +00:00
toaster
6d4b55a2d5 Add a x/X counter to the unlocks menu, like KAR and Smash 2022-12-10 21:06:24 +00:00
toaster
d2c9c7027d Correct some issues with the previous commit.
- Unlock explosions should occour relative to the highlighted coords, not the selected coords. (Yes, they can be disjoint.)
- I got the comments for left and right on challenge tile auto focus swapped.
- The rightwards cap on auto focus scroll for large tiles was handled incorrectly.
2022-12-10 21:05:06 +00:00
toaster
358305d872 Clean up the Challenges menu code
- M_ChallengesAutoFocus handles all scenarioes where the game automatically highlights a tile, rather than via user input
    - Fix leftward scrolling onto highlighted large tiles being inconsistent between manual and auto selection
- Fix nonexistent challengegrid error case for input handler
- Way more comments, to help the maintainability of the code
2022-12-10 19:47:21 +00:00
toaster
e7c79ab461 M_CheckNetUnlockByID
System for netsyncing unlocks, inspired by but with nowhere near as many moving parts as (STJr/SRB2!1756).
* `gamedata->unlocked[MAXUNLOCKABLES]` is duplicated to `netUnlocked[MAXUNLOCKABLES]` (or all `true` in `dedicated`
* New `local` boolean for M_SecretUnlocked
* Removed last vestiges of SRB2 special stage token code because it occupied the spot in the netsave we wanted to use.
* Correct typing of multiple `m_cond` functions that returned `boolean` constants as `UINT8`s.
2022-12-09 17:26:52 +00:00
toaster
a657a5e591 Disjointed scroll and selection
* You can be at most 3*16 pixels away from the centerline.
* Bonus polish: during unlock sequence, movement is smooth and zips back and forth.
2022-12-04 20:59:13 +00:00
toaster
be38ba1511 A heaping of polish
* Challengegrid now loops and scrolls horizontally.
    - Scroll position currently tied directly to selected row/column, but can (and will) be seperated relatively easily later.
    - In `DEVELOP` builds always scrolls - but in release builds, if someone makes a custom gamedata with less than 20 challengegrid columns (BASEVIDWIDTH/16), it'll remain static.
* Challenge ticker now automatically unlocks all pending at a rate of ~one per second.
    - Based on VC discussion and Kirby Air Ride.
    - Since no user input necessary, screen is now part-faded when unlocks are pending.
* Drawing a specific grid tile is now its own `k_menudraw.c` function.
* There is now a light grey grid around unselected tiles.
* Unlock explosions now use the tile's colour or, if not provided, the current profile's color.
2022-12-04 15:30:38 +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
9df1f1d34c Unlock explosions are now slightly delayed
Done so it doesn't begin during a transition, and you get to properly appreciate the first one

Comes with the following changes and refactors:
* Uses the default UN_RR00c icons for entries without icons (currently all except SECRET_SKIN)
* `challengesmenu->extradata` updated in less places
* `M_GetNextAchievedUnlock` no longer handles setting `unlocked` so we can do that during the above timer
* Test button explosion repetition no longer duplicates M_ChallengesTick code
* Instead of giving `challengesmenu->currentunlock == MAXUNLOCKABLES` special behaviour, add a `challengesmenu->requestnew`
* The crash prevention for nonexistent extradata in the input handler is now actually functional.
2022-12-02 22:39:45 +00:00
toaster
9de675165f Roughest layout from cup grid 2022-12-02 22:03:33 +00:00
toaster
5e76896ac4 Challenge unlock explosions (from character select screen)
* Generalised the existing system to work here, no need to copypaste
* Spawned on unlock AND on debug button, so you can watch how they propogate
* Currently unsure on how large tile does it - right now it just spawns two sets of explosions on topleft and bottomright corners.

Also fixed an issue where a large tile could fail to show its highlight border if it looped between the two ends of the challenge grid
2022-12-02 21:31:13 +00:00
toaster
ac15d4caa3 Icon selection + Extras menu access
* Icon selection
    * You can use up, down, left, right, etc to select icons on the Challenges menu
    * The text at the top changes based on the highlighted icon
        * This text is now ??? if not yet unlocked
    * Uses the border for character rank icons
* Challenges are now accessible on the Extras menu alongside Addons and Replay Hut.
    * Previously there was a "Extras Checklist" dummy which did nothing when selected
    * Now I won't have to clear my gamedata every time I want to check this menu!
* M_ChallengeGridExtraData's array is modified to now contain specific info on whether a given tile is connected to above or left (or both).
2022-12-02 20:13:52 +00:00
toaster
85160b1dc1 M_ChallengeGridExtraData
Precalculates adjacency rules for challengegrid instead of doing it in the drawer
- Simplifies `M_DrawChallenges` a lot, at the expense of a pretty complicated function living in `m_cond.c`
- Handles registering entries both not to be drawn (for non-primary components of `majorunlock` unlockables) and for hint highlights (new for this commit)
    - Hint highlights are a sky blue
2022-12-01 21:55:05 +00:00
toaster
b8674e35e1 Challenge tilegrid rendering fundamentals now down
- Shows 16x16 or 32x32 grey areas of checkerboarding brightness for locked
- Shows SECRET_SKIN face icons when a challenge of that type is unlocked
- Don't re-render if entry above or to the left is also that challenge (`majorunlock`)
2022-12-01 17:47:52 +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
5ba1d4c197 Unlocks now only get marked unlocked when heading to the main menu
EXTREMELY early, but...
- M_InterruptMenuWithChallenges hijacks certain transitions
    - Currently only initial profile selection and title screen, but the intercept is low-profile enough to add wherever necessary
- M_GetNextAchievedUnlock gets the first unlock in the listing that has all its conditions achieved but isn't unlocked
- Preliminary Challenges menu
    - Currently only ticks between Achieved but not Unlocked unlocks with the above function, no tilegrid yet
2022-11-30 17:26:33 +00:00
toaster
845fe12b52 Conversion to using gamedata_t
A small piece of (STJr/SRB2!1756).
Due to how RR currently handles time attack records and how it WILL handle unlocks, it's not currently feasible to split everything such that you can have two independent gamedata_t... but what's done so far is certainly more sane and less dependent on global variables
Other minor refactors:
- M_UpdateUnlockablesAndExtraEmblems and M_SilentUpdateUnlockablesAndEmblems are now one function with a boolean for loudness
- Unlock prints are currently living in the console, since the cecho stuff was a little broken
2022-11-30 13:19:21 +00:00
toaster
e65d17cd4d Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into ironman
# Conflicts:
#	src/g_demo.c
2022-11-21 15:49:29 +00:00
toaster
962393f7b9 Restart Map/Try Again pause menu entry
Closer to parity with pre-newmenus behaviour.
- Clinical term for server admins, colloquial for SP contexts (GP/modeattacking)
- Won't show up in GP if you're out of lives
- Also fixes lives going negative in K_PlayerLoseLife
2022-11-17 16:45:07 +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
59cd7bfc11 Use character's prefcolour before color selection for that player 2022-11-06 17:06:29 +00:00
toaster
44f869e5e6 Adjust followers (and players) drawing on character select
- Use default colours for followers when not select(ing/ed) follower colour, to match character selection
- Adjust offsets in general, including a rework bobbing handling, so there isn't a huge variance in follower position on-screen
- Move followers to draw in front of several elements, including the "A/B/C/D PLAYER" text and the rotatey wheel so you can actually see them
- Also applies to player: Don't mirror between sides of the screen - instead, rotate the virtual player object, so asymmetrical details aren't lost!
- Player-specific: Animate when READY !! to simlate starting your engine.
2022-11-06 16:53:57 +00:00
toaster
e486926943 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into miniladder-16
# Conflicts:
#	src/d_main.c
2022-11-04 12:03:48 +00:00
AJ Martinez
1798ae9f4e Merge remote-tracking branch 'origin/master' into ironman 2022-11-03 19:37:29 -07:00
AJ Martinez
80252717c9 Kill SF_HIRES, use skin_t highresscale instead 2022-11-03 16:19:17 -07:00
toaster
21be387d0f Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into connection-doinglus
# Conflicts:
#	src/d_clisrv.c
#	src/d_main.c
#	src/k_menudraw.c
#	src/m_misc.c
2022-11-03 22:36:34 +00:00
toaster
e7c700a64f Compilation errors from corrupted cherry-pick/porting 2022-11-03 14:32:40 +00:00
toaster
d7e2c60d73 1.6 replay hut graphical fixes -- obviously redoing the whole thing later but important to get reasonable foundation to build off 2022-11-03 13:35:51 +00:00
toaster
52f0217bac Completely rewrite how joined IPs are saved and written... again
- Use strlcpy instead of strcpy to prevent footguns
- Use fprintf instead of raw fputs
- Enforce consistent MAX_LOGIP (255) length for each component instead of a combination of magic number 255 and MAXSTRINGLENGTH (32!?) depending on where you look
- Fix fun memory leak in waiting
- Avoid pointless strlens
2022-09-26 21:28:33 +01:00
toaster
e58a109a2b Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into joinedip-fixes 2022-09-26 20:16:34 +01:00
toaster
3b9959a707 Replay hut code smell fix
- Properly account for non-loaded maps (missed in big-large-map-markers)
- Don't have a million copypasted extrasmenu.demolist indexarooies
- Make one bad replay handler in `G_LoadDemoInfo(` instead of fifty copypastes (Hmn I am smelling a THEME)
2022-09-25 22:47:22 +01:00
SteelT
f3c780d732 Merge branch 'master' into joinedip-fixes 2022-09-24 15:27:14 -04:00
toaster
fe49543456 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers 2022-09-24 19:53:36 +01:00
toaster
e1c8f8095b Clean up recent IP handling a bunch. 2022-09-23 04:06:37 -04:00
Sally Coolatta
f89d8d15c2 Properly separate SPB & Shrink cooldowns
Also refactors some of the result -> type & amount code
2022-09-23 03:35:18 -04:00
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
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
toaster
b68710faf2 Rework special nextmap events.
- G_MapNumber now handles special NEXTMAP_ nextmapspecial_t constants that exist at the end of the available type.
- Cleanup of G_DoCompleted
- Add bounds checking to the various SOC maincfg map starts (spstage_start, etc)
- Add lump checking to titlemap behaviour
2022-09-17 19:10:04 +01:00
toaster
7e17f5456c I_Error in all situations where mapheaders were previously allocated outside of SOC.
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
2022-09-17 13:07:48 +01:00
toaster
1fbd5655f5 Replay hut: Show nolvl if the user hasn't added the map, or blanklvl if they have. 2022-09-17 00:03:49 +01:00