- No restriction on whether more than one player may
receive the same type of shield outside of Race.
- SPB is now technically allowed outside of Race, if item
odds permit.
- powerItems and assorted checks no longer apply outside
of Race.
* Standardises conditions under which the UFO Catcher can be "targeted" (Jawz, SPB, tether)
* Makes SPBs explode a little ahead of driving distance if UFO Catcher is no longer targetable
* The existing structs are now exclusively for handling extra data.
* `specialStage` has been renamed to `specialstageinfo`, to reflect that it is not the sole arbiter.
* `specialstageinfo.valid` and `bossinfo.valid` are what must be checked before grabbing data from either struct.
* These are turned on when the gametype extra data is successfully initialised, not on map start.
* `K_InitBossHealthBar(...)` for `bossinfo.valid`
* `K_InitSpecialStage(void)` for `specialstageinfo.valid`
* `K_CanChangeRules(...)` no longer checks these
* No longer uses duplicate encore information.
* The map command (and -warp) now guesses gametype using a general `G_GuessGametypeByTOL(UINT32)` function
* Grabs the first gametype with an overlap between the requested TOL and the gametype's TOL.
* The cool Versus-specific intro is now checked via `K_CheckBossIntro()`.
- Only show lap count and gamespeed on rankings if GTR_CIRCUIT
- Adjust offsets for speedometer/accessability icons with GTR_BUMPERS|GTR_SPHERES
- Only show Karma on Bumpers hud with GTR_KARMA
- Permit battle fullscreen without GTR_KARMA
- Make the Break The Capsules roulette show up with GTR_CAPSULES, not absence of GTR_CIRCUIT
- Don't push Break The Capsules roulette to the item list twice
- Make the special mode switching of int_battle happen for all instances of int_battle, not just GT_BATTLE
New:
- GTR_POWERSTONES
- Handles spawning in Battle Emeralds (currently only works stacked with GTR_PAPERITEMS)
- GTR_ENCORE
- Codifies that Race can use Encore and Battle can't.
- GTR_CLOSERPLAYERS
- A gametype where players are encouraged/expected to be closer together. (All of the following was GT_BATTLE specific)
- Drafting/tether has increased strength/effective distance
- Spindashing is stronger
- Invincibility chaining has less effect
- Grow has a lower total duration
- Flame shield is more uncontrollable
Extra functionality
- GTR_CAPSULES
- Prevents usage of lives in Grand Prix (so Race, and the upcoming Special and Boss gametypes, can have 'em)
- GTR_CIRCUIT
- When not present, Flame Shield has perma-full meter
- When not present, overrides gamespeed with KARTSPEED_EASY
- Presence of Best Lap sticker in Time Attack menu
- Seperation between Time Attack and Break The Capsules modeattacking roulettes
- GTR_POINTLIMIT
- Handles the switch between a gametype recording/displaying Times and Scores in a few places
- Handles displaying "WANTED" players on the minimap
Missing simple substitutions
- A whole bunch of cases where player->bumpers was checked with gametype == GT_BATTLE rather than GTR_BUMPER
- GTR_OVERTIME handles the overtime special icon on the minimap
- GTR_BATTLESTARTS is honoured in K_DoIngamerespawn
- The Replay hut is closer to supporting custom gametypes
Removals
- GTR_LIVES
- GTR_SPECIALBOTS
- Given that grand prix persists between modes, these are special game-controlled features and not gametype-specific.
- GTR_WANTED
- WANTED as it existed is functionally dead
- Damage depends on item thrown at it.
- UFO speeds up when getting damaged.
- Made UFO speed up more often.
- First Special Stage item column is active farther back.
- Items can't be disabled if rules can't be changed.
- Item column code with items disabled uses fractional precision.
- Fixed bug with the new item table code to support different lengths better.
- Tweaked UFO speed values again.
- UFO is no longer solid.
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)
- PU_STATIC instead of PU_LEVEL, since player_t is always kept around anyway.
- Don't alloc itemList when cap is 0
- Read/write 0 when itemList is NULL
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.