Associated menu stuff is rough and unpolished, but it's 1am for the author of this commit.
- Activated for this session by either of the following Passwords.
- `savetheframes`
- `savetheanimals`
- The idea is that if Ring Racers were ever ran at a GDQ, runners would swear their alliegance to a particular Metroid routing at the startup stage, because I think it's funny and cute.
- A live event backup is created/overwritten on non-cheated grandprix level change.
- It's wiped on reaching the podium.
- When hitting PLAY on the main menu, if a live event backup exists, make a Menu Message.
- If you hit A, turn live event backups on for this session, and load the backup.
- If you hit B/X, delete the backup and proceed to character select.
- Done this way to avoid cheating a different character to the end of GP.
- Unlike the (maybe a little over-)engineering of ringdata.dat, liveringbak.bkp is streamlined as all hells and has very little recovery for differing file lists.
The problem with bots randomly going towards the same spot in podium was...
- If you failed a Sealed Star, K_UpdateGrandPrixBots wouldn't make the puppies non-spectators
- P_SpawnPlayer catches the spectator status...
- ...but it's in a loop that calls K_GetPodiumPosition...
- ...which ignores spectators...
- ...which means this is too late to catch it, so we simply have to do it earlier.
Also short circuits P_SpawnPlayer's and K_UpdateGrandPrixBot's attempts to set so the author of this commit can be certain what is being done is correct
Before, it did level up based on how much the status quo was messed up (if a loser bot got pushed in front, or a rival bot got pushed ahead).
Now, bots will additionally level up based on the best of the 4 players' overall performance, and the performance of the human player that beat them. This means that back of the pack bots will level up more often and the rival won't level up if you place poorly.
The new formula ensures ALL bots are guaranteed at least 1 level up if you come in first place, whereas the old formula had a decent chance of not leveling up some bots. However, loser Chao getting boosted from 12th into 1st, or your rival getting sent to 7th, will still wildly piss them off :B
A general purpose system that permits cacheing of GP progression in one place, but which permits future expansion and brings Online GP a little closer to reality.
- Stores a bunch of levels, gametypes, encore state, and restricted-by-rank-ness in sequence.
- Initialised on GP cup select.
- FUTURE WORK: Open to being initialised by other methods
- Digests its way through that sequence as maps are completed.
- Stores round number instead of `grandprixinfo`.
- Map commands as sent over the wire have been adjusted.
- Sends round number and size of/position in roundqueue.
- Now figures out GP Event Type from gametype.
- Can be swung in the direction of a Special Stage with a hint flag.
- This hint flag replaces "fromlevelselect", which was functionally vestigal.
- Replaces `tutorialmode`.
- Forces gamespeed to Easy, with no POSITION.
- Laps are currently disabled as well, but this can be changed if necessary.
- Hides Free Play.
- Does not count as a played round (except for Chao Keys).
`tutorialmap` has also been removed. This will be replaced in a later commit with something that plays nicer with Ring Racers' existing systems.
Fixes exploiting retries after finishing in good standing
to farm lives and rank. These are now applied when you can
no longer retry.
Extra life sound effect still plays as soon as you finish
the race.
- Move ranking to its own file.
- gpRank (the variable) -> g_gpRank
- gpRank (the struct) -> gpRank_t
- Functions that worked on the global directly now take a pointer to a struct
- Fixed total ring increment
- Fixed final lap's lapPoints being discarded
- Capsules are now added when exiting with the rest of the stuff
Before we can add extra unlock features, we need to make sure we're not building on a house of sand.
- R_SkinUsable: Use Net Unlock system if playernum is -1
- R_BotDefaultSkin: Move to r_skins.c, cache skin search
- R_GetSkinAvailabilities: Use Net Unlock when called for bots (and always permit R_BotDefaultSkin)
- Got_AddBot: Call R_GetSkinAvailabilities for summoned bots to guarantee sync status of available skins
- K_UpdateMatchRaceBots: Tidy up to match grand prix bot skin selection system, hiding server-locked skins and defaulting to R_BotDefaultSkin if you don't have enough unlocked for the remaining player slots
* 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()`.
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.
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
It's been used interchangably as "this is a singleplayer gameplay context" and "This is a no cvar changing context". This addition repairs some behaviour which might have been inconsistent between netgame and netreplay.
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
- exitcountdown is now used for both No Contest and regular exits
- Set in P_DoPlayerExit
- Handles sending XD_EXITLEVEL in P_Ticker
- player->exiting is now 0 or 1 (we can make it a bool or a new timer later)
- Fixes a longstanding bug where failing a GP round could restart multiple times
Also:
- Fix a possible waiting-in-the-wings issue where mapchanges would occour client-side in K_CheckBumpers
- Add `gptest` cheat - sets numlaps to 1 lap on mapload for quick but legitimate(ish) progression
- Set gamemap after intermission, rather than before.
- Fixes a bug where the NO CONTESTed player wouldn't get cycled out on the 4th round, because it had already been incremented by G_GetNextMap.
- Make the vote screen a special NEXTMAP_VOTING constant, for sanity, and to make cv_advancemap handled all in one place.
- Along with the above, fixes a bug where changing cv_advancemap would only enable or disable the voting screen, not change the nextmap.
- Call G_EndGame in G_NextLevel, since they were never used seperately.
- Add Special Stage and marathonmode to K_CanChangeRules.
- The case where entries on the end of the `grabskins` list were invalid
- Double ++ for botskinlistpos meant any successful skin-rival placement also guaranteed an Eggrobo (default skin)
- Instead of picking over numskins and adjust the number if it picks an already used skin, build and shuffle a list of allowed skins and pick over that instead.
- Fixes some issues with increased weighting towards the skins immediately after your rivals' skins.
- Use PR_RULESCRAMBLE instead of PR_UNDEFINED.
- Why am I doing it in this branch? I'm getting re-acquainted with how bots are handled between matches in advance of disabling them for bonus events without losing or corrupting data.