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.
- P_PreTicker ("defrosting") is dead. Levels now actually start on tic 0 instead of tic 2.
- Netxcmds are ran before G_Ticker, instead of after.
- All netxcmds are required to be processed before the level will finish loading (up to 5 gametics, to prevent any possible lock-up from malicious clients).
- GetValueFromControlTable: Return 0 only if a single G_KeyIsAvailable returns true for any bind
- Otherwise returns NO_BINDS_REACHABLE -- #define'd as (-1)
- Does not cover the `menucontrolreserved` check, which could maybe be moved to the opposite end of the function if it causes problems.
- Unfortunately, the way this system previously worked, the unlock was given to you for free if you accidentially opened two copies of the game at once.
- Instead, open the file in r+ mode, shimmy along 5 bytes, and write a `true` to be read later.
- Far more memory safe than rewriting the entire gamedata out on crash.
ALSO:
- crashflags has been split into boolean evercrashed and UINT8 musicflags.
- We don't need to track if the LAST session was a crash, at least not right now.
- Opens the floor up to other music like Loser Club happening on the Challenges menu.
- G_SaveGameData: correctly increase length of buffer to account for cup name
- G_LoadGameData: digest the cup's associated windata even if it's not loaded
Record number of music files which we were able to add, so Addons menu shows the correct number of addons loaded.
Also marks main music files in `listwad` command.
- Chao Keys are now UINT16 instead of UINT8
- The maximum number of Chao Keys is now 9999, which is the largest number of 9s that can fit in a UINT16
- Used keys no longer count towards your total
Will mildly corrupt gamedatas made with previous conditions-cascading builds, but only in a way that gives you extra keys than you've earned.
We had this collective consciousness bigbrain moment in VC together, and it can literally only happen in this branch because unlocks.pk3 is the only main-game asset that needs to change for it
Solves the big problem we had with mixing up Item Capsules and ~~Battle Capsules~~ PRISON EGGS
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
- Do not check non-UCRP_REQUIRESPLAYING conditions
- Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
- Most other contexts have this as true
- Forced true if update is meant to be silent
- Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
- Controlled by a new `boolean checkthisframe` property on roundcondition_t
- Set in all contexts where roundcondition_t is modified
- Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
- local player K_HandleLapIncrement
- local player P_DoPlayerExit
- local player P_DoTimeOver
- Controlled by a new `boolean deferredconditioncheck` property on gamedata_t
Record whether you've ever successfully entered a special stage
Used for conditions which were previously checking for whether you'd completed a special stage - which I think is a bit too restrictive for someone figuring out what next to lab
Save your best GP stats across sessions.
- Saved into gamedata
- Deliniated per difficulty option
- Draw onto cupgrid in GP cup select
- Best grade
- Whether you've ever gotten the Emerald
- TODO: Always shows Chaos Emerald, will need updating when Super Emerald graphics are created
- Monitor status changes depending on recorded position
- 1st: Gold, shiny
- 2nd: Silver, shiny
- 3rd: Bronze, shiny
- 4th and downwards: Beige, barely different
- Wiped with G_ClearRecords
Also, to avoid circular dependencies:
- KARTSPEED/KARTGP constants moved from command.h to doomstat.h
- gp_rank_e enums moved from k_rank.h to doomstat.h
- Start with 3, per Sakurai's prior art.
- Earn them per certain number of rounds
- DEVELOP builds: once every 4 rounds
- Release builds: once every 50 rounds
- Has an internal cap based on the maximum number of unlockables supported.
- Possible future work could adjust this to restrict based on the maximum number of unlockables unlocks.pk3 actually has set.
- Use on the Challenges screen to bust open small tiles with hints (or the very first tile, if you haven't unlocked anything yet).
- Will do a funny shake if you try anything else.
- Interrupts menu flow just like getting an unlock.
- The matches you've played will tick upwards, giving you keys as they loop over.
Adds some functions:
- K_Bumpers, bumper count for the count, intended for
where player->bumpers was used in HUD and visual
contexts.
- K_BumpersToHealth, converts bumper count to health
points.
player->mo->health replaces player->bumpers where it was
used in health contexts.
Removes some functions:
- K_HandleBumperChanges
- K_DestroyBumpers
Everything K_HandleBumperChanges did has either been
removed or moved elsewhere. P_KillMobj also already called
K_CheckBumpers.
K_DestroyBumpers became pointless after player->bumpers
was removed.
- Previously was extern scope UINT32 for all players, but this permits one player in a netgame taking a secret path while others don't.
- Attempted to make user-specifiable string, but while I can undo the effects of strtok for the condition, I cannot undo the effects of strupr - so it's disabled for now until we come up with a more robust and hopefully direct system.
- Also removed some old SRB2-originated assumptions that you couldn't unlock anything in multiplayer from the unlocktrigger system.