Commit graph

1999 commits

Author SHA1 Message Date
toaster
3027d254fe Rollover protection for unloaded mapheader record tracking system
You will run into memory limits before this happens, but... if you have major quantities of unloaded mapheader record data, avoid a rollover in the counter of records to write.
2023-05-30 12:21:39 +01:00
toaster
28677da5b9 Unloaded mapheader record tracking system
In the previous entry in the series, due to level header records existing in a NUMMAPS-sized table always saved and loaded in full, Time Attack times persisted even across game loads without the relevant custom levels added.
However, this was changed with the long map name system. Map records were assigned to level headers, which were only created on level load.
This new system brings Ring Racers up to parity (or better, due to the reduced incidence of header conflicts!)
- All levels currently loaded with records attached are written on gamedata save.
    - This reduces gamedata size for a player who has not unlocked every level!
- On gamedata load, if a level is not loaded, store those extra records on a linked list.
- On level header creation, check the linked list to see if an associated unloaded mapheader record exists.
    - If it does, write the record onto the map structure directly, and delete the "unloaded mapheader" storage struct!
- Then on the NEXT gamedata save, in addition to all loaded mapheaders, it writes the extra records kept in long term storage in exactly the same format.
2023-05-30 12:21:39 +01:00
toaster
4682f03f91 On reflection, whether a map is visited should be cleared at the same time as its time attack record data, not seperately. 2023-05-30 12:21:39 +01:00
toaster
4c34d04f8a recorddata_t handling adjustments
Preperatory work for the next feature on my agenda.
- No longer independently allocated.
    - This was a byproduct of the previous NUMMAPS-based implementation. It's just cleaner to have it live directly on the mapheader_t, no caveats about it.
- Now contains mapvisited bitflag array.
    - Now all to-gamedata properties on a mapheader's struct are grouped together.
        - I was of two minds about it, but decided that this would have cleaner guarantees for compartmentalisation, saving, and loading.
        - They can still be wiped independently (G_ClearRecords for time/lap and M_ClearSecrets for mapvisited).
2023-05-30 12:21:39 +01:00
toaster
533508d7b0 Level and cup header information: Hashing for referencing by name
Foundational assistive work.
Also guarantees a consistent cup name length in memory, as some places read/wrote 15 bytes, and some places read/wrote 16 bytes. We settle on the latter (including null terminator) for the broadest backwards compatibility.
2023-05-30 12:21:39 +01:00
Sally Coolatta
9d80323a3a Read-only mapthing_t
Map things are writeable in Lua, which I am pretty certain is a mistake because mapthings are not sent over the network at all. I considered making them net-synced (it would be relatively easy), but it also aligns with another, more "philosophical" issue: Doom generally copies over properties from mapthing_t into mobj_t, and then only refers to it again when needing to respawn an object -- mapthing_t is not really intended to be referred to very often at runtime. At best it's slightly annoying since some objects rely on a spawnpoint for behavior changes, at worst it may make ACS more confusing in the future since Thing and Mobj tags are mixed together or less useful since they wouldn't be able to modify behaviors of objects that are based on args.

So I decided to solve these two issues at the same time; just treat mapthing_t as something to copy values from, like OG Doom does it. This basically just means that special and args are also part of the mobj now instead of the mapthing, which should fill any desire to edit this stuff from Lua, and reduces the number of instances where objects need to check for their spawnpoint to function properly.
2023-05-25 14:40:55 -04:00
AJ Martinez
3b947ebf85 Instawhip: On mutual contact, clash! 2023-05-20 02:39:05 -07:00
toaster
c9b438d50d Show Round Queue on Pause menu
Also includes secret support for widescreen.
I was planning to put this on tab rankings, which doesn't have borders.
Pause menu does, but it would be a waste to strip it back out again.
2023-05-11 22:44:09 +01:00
toaster
6aea8859fe G_MapIntoRoundQueue: Fix infinite loop if Cup has more bonus stages than regular stages 2023-05-10 14:42:57 +01:00
toaster
4cb639307c Roundqueue rank-restricted entry special case visual
- Show if you've ever visited a Special Stage
- Show if you're on the final non-Special Stage cup round and you're on pace to enter
- A horizontal line to the Prize option, which has its own unique bump around it.
    - Frustratingly has to be done inside the loop, due to overlap and order of operation issues.
2023-05-10 14:42:56 +01:00
toaster
b72bc73d28 Two new command automation events
- "QueueStart"
    - Activates just before RoundStart, but only if a roundqueue is being started
- "QueueEnd"
    - Activates just before IntermissionStart, but only if the roundqueue has just finished its final map
I chose before in both instances because Automate_Run runs off COM_BufAddText, and I don't completely trust that the buffer won't overflow for particularly complicated server commands, so prioritising the rarer event. However, this is open for discussion
2023-05-03 22:08:13 +01:00
Sally Coolatta
60e80d876d Improve quake effects
- Quake epicenter + radius now work.
- Since quake epicenter works, removed the display player check on all of the quakes, so other players can feel them.
- Multiple quake effects are stored in a linked list and dynamically created/freed, so they can stack together.
- Made in china
- Made the quake effects only work on the z axis.
- Quakes now alternate their intensity and dampen it over time, instead of randomly picking values.
- Added quake effects for offroad and stair-jank
- Disabled quakes in reducevfx
- Removed actionmovie and windowquake (sorry jartha)
2023-05-01 14:24:32 -04:00
toaster
ab68be49e1 cv_antigrief
- Increments a timer on human players who aren't making progress, does it even faster if they're going backwards.
    - Only applies in:
        - Netgames
        - GTR_CIRCUIT after the timer starts
        - If there's no timelimit, pointlimit, or K_Cooperative (because unproductive behaviour there will be punished by other rules)
    - The rate at which this changes needs trial and error, but getting the feature functional is more important to start out with.
- If this timer reaches cv_antigrief's value in seconds , the player gets a "Grief Strike"
    - This doesn't happen if:
        - There's only one active player in the server, so FREE PLAY permits mappers to test what increments/decrements the counter
            - Turn `debugwaypoints` on to observe this
        - The cvar is set to 0
    - Less than 3 grief strikes is a forced spectate
    - Anything more is a kick via "automatic grief detection"
        - Unless your node is the host (or an admin)
    - Remove grief strike strike for finishing normally

# Conflicts:
#	src/d_clisrv.h
2023-05-01 16:57:35 +01:00
toaster
15b0141700 Spectator re-entry timer
- On becoming a spectator in a netgame, there is a delay before you can de-spectate.
    - 30 seconds by default.
        - This can be changed using the cvar `spectatorreentry`.
    - ...unless there's only two people left including you, in which case it's three minutes!!
        - This can be changed using the cvar `duelspectatorreentry`.
        - If spectatorreentry is set to greater than duelspectatorrentry, the former is used instead.
    - This timer is wiped on mapload and intermission, so NEW CHALLENGER APPROACHING !! and level changes in general allow people in.
- General purpose cleanup of K_CheckSpectateStatus
2023-05-01 16:57:34 +01:00
toaster
581567dfae musiccountdown
A system for level completion jingles.
- G_Ticker
    - Call P_EndingMusic after a certain amount of time has elapsed to begin a jingle
    - Play O_RACENT after the jingle's completion instead of baking it or an equivalent into the music
- P_EndingMusic
    - Change the function signature to not take a player
    - Pick from a series of const char* jingles, instead of sprintfing into a buffer
        - _first
        - _win
        - _lose
        - RETIRE
    - Simplifying logic to handle intermission music
2023-04-30 21:47:07 +01:00
toaster
2d169202f2 Merge branch 'versus-tidy' into 'master'
Versus Tidy

See merge request KartKrew/Kart!1186
2023-04-26 15:08:41 +00:00
Sal
0fb691022b Merge branch 'fix-reset-interpolation' into 'master'
P_Ticker: update view interpolation at the start of a tic

See merge request KartKrew/Kart!1192
2023-04-25 01:50:51 +00:00
James R
e8a8064da9 P_Ticker: update view interpolation at the start of a tic
This lets R_ResetViewInterpolation only need to be called
once from game logic.
2023-04-22 20:40:35 -07:00
toaster
3b595b0055 Replace TOL_BOSS with TOL_VERSUS
Matches gametype name
2023-04-21 17:51:30 +01:00
Sally Coolatta
996ca9adad Z Voting 2023-04-20 15:55:38 -04:00
toaster
2d46112c58 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into round-queue
# Conflicts:
#	src/d_netcmd.h
2023-04-17 20:08:37 +01:00
Sally Coolatta
3b7ac38d9f Ring Shooter: E-Brake + adjust distance
- Y is now additionally another macro for HOLD!
- Disable HOLD! drop from respawning when done with Ring Shooter.
- Immediate release Ring Shooter now goes back a waypoint, and does not have a minimum distance to go forward anymore.
2023-04-17 00:23:11 -04:00
Sally Coolatta
4e7b6f0cc3 Add ring shooter tire grabbers + more player logic 2023-04-17 00:23:08 -04:00
Sally Coolatta
668d832ca1 Delete respawn command, put Ring shooter on Y 2023-04-17 00:23:06 -04:00
AJ Martinez
134a5ef9c0 WIP 2023-04-11 19:38:01 +01:00
toaster
d4de130fe0 More sanity checks for skipping restricted queue entries
- GTR_FORBIDMP in netgames
- mapheader doesn't exist
2023-04-11 17:18:30 +01:00
toaster
a1065d9036 G_MapIntoRoundQueue: Seperate into a general append function *and* a specific placement function. A surprise tool that will help us later 2023-04-11 17:18:29 +01:00
toaster
5751ecdcd1 Special stage access-related fixes
- Fix GPEVENT_SPECIAL forcing via rank restriction in round queue
- Re-implements gamedata->everseenspecial
2023-04-11 17:18:28 +01:00
toaster
a08683e819 Improved round-queue state net communication
- Only send from the server when an update to roundqueue state is relevant
- Perform sanity checking on reciept
- Initialise when map command is sent with roundqueue size greater than the client's
- Correct gametype/encore state on reciept
- Only permit from the server, forbid admin clients from providing it on penalty of kick
2023-04-11 17:18:28 +01:00
toaster
19ef96351a roundqueue
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.
2023-04-11 17:18:27 +01:00
Sally Coolatta
198672c845 Fix vote buffer for G_RandMap being broken 2023-04-11 01:19:30 -04:00
Sally Coolatta
31728166ca Adjust map anger conditions
Don't reset map anger when it votes for itself -- wait until the map gets played or it gets a genuine vote from someone.
2023-04-10 02:27:48 -04:00
Sally Coolatta
9c4ace6fbc Map anger
- Maps build anger every time a map isn't selected by anyone.
- If a map is ignored for 4 votes in a row, then on the 5th vote it shows up it will be angry enough to vote for itself when everyone else finishes voting.
- Once it gives its funny vote, or it gets played, it will calm down again.
- 13P+ vote icons are implemented; it's just a basic circle though cuz lazy.
- Made the roulette finish even faster.
- Bots can vote again but now behind a debug cvar.
2023-04-10 02:10:06 -04:00
Sally Coolatta
81871bc73b Rewrite random map buffer
Each map now just has a countdown for when they'll reappear (stored in mapheader), which gets decremented each time a new map is played. This means it's now compatible across gametype switches, is a lot less complex, and is easy to retrieve the value for a specific map without needing to iterate constantly.

Lots of the old unused code surrounding this function was also removed. Lastly, added a PARANOIA check for callAgainSoon being mishandled.
2023-04-10 02:10:03 -04:00
Sally Coolatta
8432d7e552 Big vote screen cleanup
- 4th map is now a regular option instead of dice.
- Add function to draw a maintained Combi Catcher object on screen.
- Put all vote static variables into either a "vote" struct or a "vote_draw" struct, if it's logic or drawing code.
- Prefix netcode vote globals with _g.
- Add enums/defines for vote magic numbers.
2023-04-10 02:09:59 -04:00
toaster
bbf2fc0b5f Merge branch 'tutorial-access' into 'master'
Tutorial access

See merge request KartKrew/Kart!1102
2023-04-06 17:02:59 +00:00
Sally Coolatta
15f60a1f14 Split thing voting screen to a new file 2023-04-03 20:57:31 -04:00
Eidolon
86dd34d807 Merge branch 'pad-rumble' into 'master'
Gamepad rumble

See merge request KartKrew/Kart!1098
2023-04-03 21:15:34 +00:00
toaster
6e819e1506 rumble2 rumble3 rumble4 typo 2023-04-03 10:37:03 +01:00
toaster
fbfb8a507d Extras menu: Add GT_TUTORIAL selection screen
- Disabled if no maps available/unlocked
- Has another exception for showing TEST RUN under all gametypes
- Splitplayers is forbidden
2023-04-03 00:28:38 +01:00
toaster
24d8b20124 GT_TUTORIAL
- 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.
2023-04-03 00:28:37 +01:00
toaster
89fc9a618e Rumble toggle attached to profile
- Will silently merge conflict with !1093, make sure to adjust PROFILEVER handling
- (profile_t *)->rumble
- cv_rumble[MAXSPLITSCREENPLAYERS]
- cv_dummyprofilerumble
- Disables all current rumbles when toggling off
- Prevents new rumbles from being set while turned off
2023-04-02 23:16:58 +01:00
toaster
7a9779d242 Remove a bunch of mouse console variables that hold no relevance to us 2023-04-02 23:09:56 +01:00
AJ Martinez
d73b91bc81 Merge branch 'cascade-cleanup' into 'master'
Cascade Cleanup

See merge request KartKrew/Kart!1128
2023-04-02 21:19:53 +00:00
Eidolon
a71c7dfad6 Reset device rumble on exitlevel, exitgame, map 2023-04-02 21:56:40 +01:00
James R
062d238f2f G_BuildTiccmd: update correct localangle while in parties 2023-04-02 17:26:34 +01:00
James R
62624efcef Parties: fix interaction with viewpoint management / spectator mode
- Fixes G_ResetView and G_ResetViews not accounting for
  parties -- fixes viewpoint switching while in parties.
- Fixes spectator controls sometimes activating while in
  parties.
2023-04-02 17:26:34 +01:00
toaster
3bd0fd8330 G_ExitLevel: Fix K_PlayerFinishGrandPrix not being called in Sealed Star
Fixes Emerald collection not being recorded
2023-03-31 18:38:29 +01:00
AJ Martinez
495b51f6c2 Merge branch 'licenses' into 'master'
Add LICENSE-3RD-PARTY.txt

See merge request KartKrew/Kart!1110
2023-03-31 03:00:58 +00:00
Sal
fe34e04abe Merge branch 'encore-fixies' into 'master'
Fix random Encore vote, error if ENCORE/TWEAKMAP lump is invalid, add debugencorevote command

Closes #333

See merge request KartKrew/Kart!1101
2023-03-29 00:32:00 +00:00