- encoremode is set to the appropriate value
- TITLE: Never
- Podium: GP setting
- Fixes a bug discovered while repeatedly testing Adventure Example.
- Remove the pointless maptol and globalweather set
- Already done in P_LoadLevel and P_InitSpecials respectively
- Removed all old dev title screen remainders that were interfering with titlemaps.
- F_VersionDrawer displays on all title screen types
- SA2 intro sound only plays whenever there's am actual title card to show (before it checked for not GS_CEREMONY?)
- Removed redundant customversionstring check in menus (F_VersionDrawer already handles customversionstring)
The former method responded with an arbitrary approximation of standard inputs.
This method benefits from the general-case stability of the Menu system to correctly parse triggers and other unique inputs.
The only major consequence of this change is that ESC is no longer hardcoded to activate these.
Otherwise, the game is cleaner for pure benefit.
- Includes the sliding intermission button
- Can only skip after the savedata has been updated
- Always update the savedata at the same duration into the Evaluation
Rules of skipping are slightly changed to match the slidein.
- No skipping in the first two seconds
- Automatically shuffles away once it gets to the end
(This commit does not compile. Sound test and tunes
command code needs to be ported after this.)
This is a big one. Here's the rundown:
The old music system was very direct, much of the time
just a proxy to the real sound API in i_sound.h.
You could change the music on command, but there wasn't
a consistent way to prevent some music from playing over
others. P_RestoreMusic is one example of needing to
address this problem. The jingles system was intended as
another solution. Furthermore, sound test (Stereo) has its
own needs.
I am removing all of that. Music handling in general is
now a very deliberate system, kind of similar to jingles.
In the new system, "tunes" are registered. The tune stores
info such as whether it should loop or fade out. Most of
the configuration is intended to be initialized only ONCE.
Tunes can be mapped to an actual music lump. They can be
remapped at any time too.
Tunes are also configured with a priority number. This
determines which tune is heard, if multiple are supposed
to be playing at a time. You can even tell a tune how long
it should play, so it's unnecessary to track this with
bespoke timers.
- The function is back to producing zone-allocated memory copies, like its precursor V_WordWrap
- The author of this commit got rid of that dependency originally because it seemed like a fair part of the API, and meant static buffers could be used in certain circumstances, but it was necessary to revert for the following change.
- Newlines can now be inserted mid-word, treating the width provided as ironclad except in the case of single characters wider than the region.
- This will be necessary for future work with the in-game chat.
- Reserves 8 characters at first, then Z_Reallocs double that every time it runs out.
Moves WordWrap to the font/V_GetFontSpecification system.
Much healthier long-term for our purposes, including the possibility of changing fonts for various contexts freely.
Content of commit was originally written by Sal, but as a monolithic commit. The author of this commit is chunking it up for easier review.
Simple inversion on the face of things, but with a long tail of consequences, including 19 changed files.
Forced uppercase has been applied in a handful of locations where it was aesthetically imperative. Most menus will follow in another commit, so that that may be reverted if we change the default menu font.
Also makes gamedata save/load a little more forward compatible longterm by making a UINT32 bitfield for various once-event flags, with increased minor version
- Add music to Perfect evaluation
- Thank you darling Tyron 😭
- Different evaluation durations
- 18 seconds for Perfect evaluation
- Extended because the music is too good
- 14 seconds for all other evaluation types
- Extended so it's not almost half the length of the perfect one
- Timed so the Seal can glow 5 times (instead of 3)
Replaces the previously uncommited recompilation-based hacks the author of this commit was using to test the previous ones on this branch
- 1 is Nothing
- 2 is Chaos Emerald
- 3 is Super Emerald
- 4 is Perfect
- 5, 6, 7, etc currently repeat
- Four evaluation modes.
- Perfect
- Currently no visual implementation
- All others have a cool set of visuals
- Multi-stage animation of a glowing threat and a Star that's Sealed
- If they're relevant, show the gems you HAVEN'T grabbed
- Three modes here
- No gems
- For Easy mode, asks you to brave a higher difficulty
- Chaos Emeralds
- Not all 7 chaos emeralds? Push your rank harder!
- Super Emeralds
- Not all 7 super emeralds? Further challenge awaits!
- `useBlackRock` to make evaluation context less specific for custom material is replaced with `useSeal` option
- M_CheckCupEmeralds(difficulty)
- Returns the Emeralds you have for that difficulty
- Obviously returns 0 for Easy
- Makes the method of checking collected Emeralds for cup contexts significantly easier
- M_StopMessage is now in charge of setting the answer to a given prompt.
- Menu Messages can now be dismissed on the title screen, instead of carried into the top-level menu transition.
- titlecam.mobj cannot have P_SetTarget applied when initially setting to NULL, as its previous occupant is some unknown region in memory, and modifying the reference count could in fact change some random number or address ANYWHERE IN THE ENTIRE PROGRAM.
- So we straight up wipe it rather than referenced-unset it in one place, always, for general tidiness.
- Also move skyboxcenterpnts, skyboxviewpnts, and iquetail/iquehead so it's all centralised.
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.
- 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.
- 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.
- 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
- arg2: TID of an object to make the camera's angle/pitch follow.
- arg3: Zoom tube waypoint sequence to start following.
- Ceremony uses one-screen, regardless of previous splitscreen-ed-ness
- Made titlemap + ceremony code more straight-forward by being able to set gamestate in G_DoLoadLevel directly
- Demos are only recorded on GS_LEVEL (fixes crash for ceremony + titlemaps)
- Added G_GamestateUsesLevel to encapsulate all checks for using level rendering
- Added GS_CEREMONY to wipedefs
- K_PodiumSequence just checks for GS_CEREMONY now (optimization)
The game can now properly go to the podium after GP
- Combine multiple adjacent saves
- Generally could happen during game ticking, combined via gamedata->deferredstate
- DEFINITELY happened in splitscreen PWR handling, adjust those loops directly
- Write "dirty" state via gamedata->crashflags on everything except safe, intentful unloads
- Add UC_CRASH, which unlocks dependent on the above "dirty" state being present at gamedata load
- We can use this for something more useful and less funny later.
- Play "O_LOSERC" on the menu, starting with the Challenges screen, if a UC_CRASH condition has been met.