Commit graph

239 commits

Author SHA1 Message Date
toaster
22e17fd881 Statistics respects cups now
- Adds headers to the list
- Adds indentation
- Doesn't show extra medals if there are none available
- Cleans up some of the undesired duplication in the drawer
2023-03-14 20:27:58 +00:00
James R
1eed98bc13 Remove screenshot_option, screenshot_folder, movie_option, movie_folder, addons_option, addons_folder
Remove the cvars and menu options to change which folder
screenshots, movies and addons use. Lots of code bloat
that we does not seem necessary.
2023-03-13 20:39:57 -07:00
toaster
492babd73d Linear Level Select polish
- Even if there's only one level in the group, only skip over the mini linear list in a Time Attack mode
    - Improves some of the jumpscare of looking into Lost and Found and being blasted to TEST RUN
- Fix lists of one map being wedged against the bottom of the screen
- Precache valid map count
2023-03-13 18:20:50 +00:00
toaster
0f14079555 levellist: Fix type of choosemap 2023-03-13 17:34:14 +00:00
toaster
1701662b6b Lost and Found
- When selecting levels:
    - If the gametype uses cups
    - and a map has no cup
    - and you're not in Grand Prix mode
- show those maps in a quasi-cup called "Lost and Found".
- Implementation details:
    - a few == checks for the pointer to `cupheader_t dummy_lostandfound`
    - Otherwise most of the apparatus was built as part of prior art!
2023-03-13 16:44:21 +00:00
toaster
8b437d5a32 Minimum viable product of Chao Keys condition bypass
- 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.
2023-03-09 22:33:10 +00:00
toaster
d2c36c952a Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading
# Conflicts:
#	src/k_grandprix.c
#	src/k_grandprix.h
2023-03-07 19:37:46 +00:00
Eidolon
4bb0c39133 Fix controller delay in menus
M_UpdateMenuCMD only needs to be called once per tick per player.
It was being called for every event, which really mangled the repeat
delays as more attached controllers sent axis events.
2023-03-05 16:07:17 -06:00
toaster
0f715454fa Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading 2023-03-05 19:51:48 +00:00
AJ Martinez
320685cf97 SPB Attack: review fixup omnibus 2023-03-04 06:41:44 -07:00
AJ Martinez
211206ba6f Fix menus, fix failure condition 2023-03-03 12:17:10 -08:00
AJ Martinez
79d8e4e109 WIP: SPB Attack - temp menu draws OOB, no unlocks 2023-03-03 12:14:58 -08:00
toaster
54a58178a1 Add Extras-related unlocks
- When SECRET_ADDONS is locked
    - No Addons option on Extras submenu
    - No mid-game Addons in K_CanChangeRules
    - Forced onto CORE on Server Browser room selection page
        - Semi-related: If modifiedgame is true, force onto MODDED, even if you haven't unlocked it
        - TODO: Update UI to show you can't switch in a more elegant way
    - Hide Addons Options on Data Options submenu
- When SECRET_EGGTV is locked
    - No Egg TV option on Extras submenu
    - Semi-related: Rename to Egg TV per team discussion
2023-02-27 19:55:11 +00:00
toaster
6d43d8ef09 Add SECRET_ONLINE.
- Online menu is inaccessible until unlocked.
- Unlike most unlocks, the fact that it's not enabled is very clearly signposted.
    - This is because the previous entry in the series barely had any offline content at all, so the fact you'll have to work for it will catch a lot of people by surprise.
    - Has a message that straight up tells you you need experience in Grand Prix mode.
- Has no affect in TESTERS builds, for which this is the only method of play available.
2023-02-27 17:01:15 +00:00
toaster
26ceb13672 Character Select: Press R (drift) to toggle an "extra info" mode
- Hides "A PLAYER/A $profilename" text
- Shows extra info relevant text
    - Early stages: "[EXTRAINFOMODE]"
    - Grid select: Speed and weight
    - Clone select/READY!!: Character name
    - Color: Color name
    - Follower category: Category name
    - Follower: Follower name
    - Follower color: Follower color name
- The hidden setup_page toggle feature now only uses L button
2023-02-26 23:28:00 +00:00
toaster
1ccde62f8a Challenges menu: Sidestep the problem with holding down the "flip to see the other side" button by making it instead a toggle
This toggle gets switched off when pressing any movement input to make it not possible to just leave on all the time and make the menu messy
2023-02-26 21:19:38 +00:00
toaster
9779d6066c Challenge Grid: Introduce flipping tiles
- When a tile is selected, flips from category side to specific icon side
- Flips back when unselected
- Hold R (drift) to flip all tiles to visible side
2023-02-25 00:21:28 +00:00
toaster
4380876959 Challenges Grid: create dedicated struct for menu extradata
- challengegridextradata_t
- Existing UINT8 data per entry has been converted to "flags" property
- This is a tool that will help us later.
2023-02-24 17:38:08 +00:00
toaster
a154b1a565 restoreMenu: Go to Difficulty select after Match Race, instead of the level selection menu
- Splits M_SetupDifficultyOptions out of M_SetupDifficultySelect.
    - Permits Encore to be handled on Difficulty menu if unlocked after a Match Race.
- Fixes an issue where the in-game Pause menu could be accessed in the menu
    - The prevMenu that was set was overriden with in-game Pause.
    - The assumption made - that the levelsearch/levellist struct would not be touched - is pretty transparently violated.
- I made it go back to the Difficulty select instead of fixing the issue because:
    - Match Race is more dependent on the rules you configure for that particular round
    - This mode of play will be modified in future to not be literally offline MP with things like voting, but instead return to the menu
    - It was easier relative to the amount of work to properly restore (this is the biggest reason)
2023-02-09 22:38:04 +00:00
toaster
6dd32deecb M_HandleStaffReplay, M_DrawTimeAttack: Re-support selecting staff replays from the menu 2023-02-04 11:06:57 +00:00
toaster
a2fadd2ff4 M_ChangeCvar: Split out core of function into M_ChangeCvarDirect, to prevent future code duplication 2023-02-04 11:06:28 +00:00
toaster
03d422560d menu_t, M_PlayMenuJam: const char *music parameter
If Playing(), does nothing.
- If NULL, cycle between Cascade Cave as is traditional.
- If ".", stop music. (will one day be used for sound test)
- Any other case, call S_ChangeMusicInternal on the string directly

Notable menu sets:
- All Extra menus, excepting the Replay Hut, use "EXTRAS"
- Replay Hut uses "REPLAY"
- All online menus use "NETMD2".
    - I know we wanted to do something with switching between "NETMDE" and "NETMD2". I would prefer a more consistent API for transferring song position across between tracks be implemented before implementing this.
    - Known bug: Music restarts when exiting from failed connection screen
    - Known bug: Music goes back to Cascade Cave when selecting "GO" for server creation
        - Wontfix as we want that button to go directly to the voting screen, which we can do in a voting revamp branch
- Data Erase, Profile Erase: "SHWDN2"
    - Not in the spec but I think it's both funny and a valuable tell for the most "dangerous" menu to play with.
    - Also shifts the background to SKINCOLOR_BLACK
2023-02-01 23:15:51 +00:00
toaster
f46fbf0418 Remove MessageDef
This was a dummy conditional which was necessary in the old menu system; this is no longer the case as of newmenus.
2023-02-01 22:39:35 +00:00
toaster
57b22f32d5 M_PlayMenuJam
Pre-emptive work for more complicated menu music behaviour, permitting consistent implementation of the cycling music.
2023-02-01 22:12:41 +00:00
toaster
20e9b2f5e8 Restore menu state after playsim
- restoreMenu, M_SpecificMenuRestore
    - From any Cup Select, Level Select, or Time Attack context (including non-net replay playback), return to the relevant "core menu"
    - From any server OR server connection failure, return to the Online EGGA CHANNEL top-level menu
    - From netreplay, head to replay hut without incorrect gamestate/fade cope
    - Interruption for Challenges unlock sequence now happens on all menu returns, not just post-titlescreen
- M_StartControlPanel
    - Integrate with above
    - Handle menu re-initialisation properly under more contexts
- D_ClearState
    - Split out from D_StartTitle
    - Can be used alongside M_StartControlPanel to restore menu state from any play session in a way just as reliable as D_StartTitle was
2023-01-29 23:53:21 +00:00
toaster
493b54d0f2 M_PrepareTimeAttack
Initialises Time Attack menu
- Check for replay file's existence before showing related options
    - Parity with pre-newmenus behaviour
    - Replay/guest-save functionality not yet (re)implemented
- Handles mutli-gametype timeattack level select listings more thoroughly
2023-01-28 19:09:22 +00:00
James R
b26cd786ec Move all specialized code out of k_menufunc.c
Adds new files:

- menus/extras-statistics.c
- menus/play-online-room-select.c
- menus/transient/cup-select.c
- menus/transient/explosions.c
- menus/transient/gametype.c
- menus/transient/message-box.c
- menus/transient/virtual-keyboard.c
2023-01-12 20:31:31 -08:00
toaster
a020ea86c8 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into rulesify
# Conflicts:
#	src/k_boss.h
#	src/k_specialstage.h
#	src/y_inter.h
2023-01-01 16:02:05 +00:00
toaster
a2c5ff6ac8 Remove the duplication of levellist.netgame into cupgrid.netgame 2022-12-31 20:56:00 +00:00
Eidolon
be021baa02 Add extern "C" in C++ to all headers 2022-12-30 19:26:16 -06:00
toaster
b09045f657 Dehardcode menu gametype selection, part 3
Multiplayer map select now uses the value of `menugametype` accessible just above it on the menu, instead of having to select from a hardcoded set of options
2022-12-30 23:58:22 +00:00
toaster
be49e99a9e Guarantee menugametype's value is good before it's relevant 2022-12-30 23:42:50 +00:00
toaster
ebb2a79666 Dehardcode menu gametype selection, part 2
- Add "Gametype" toggle option to pause menu for admins
    - A/Confirm button on any gametype other than current to do random map in new gametype
    - C/Extra button to return to current gametype
    - A/Confirm button on current gametype does a funny noise and nothing else right now, idk what to do
- `randomlevel` supports the same `-gametype` parameter as `map`
- Both `randomlevel` and `map`'s `-gametype` parameter prohibits `GTR_FORBIDMP` mask gametype changes in netgames
- `randomlevel` properly sets encore based on `cv_kartencore`'s value (and permitting `GTR_ENCORE`)
- Split out `menugametype` change functions
- `yellowmap` now remaps all intermediary shades of grey to match funny pause menu remaps
2022-12-30 20:35:55 +00:00
toaster
3ee8713e46 Dehardcode menu gametype selection, part 1
- Introduce `menugametype`
    - Controlled by IT_KEYHANDLER/M_HandleMenuGametype
    - Excludes gametypes that do not support multiplayer by default
        - GTR_CAPSULES and GTR_BOSS for now, but also user-specifiable GTR_NOMP
- Remove gametype_cons_t and G_UpdateGametypeSelections, an obstacle in the way of infinitely allocatable custom gametypes
2022-12-30 15:23:26 +00:00
toaster
04f2ac4121 "Special" time attack mode for 1P.
* Both GT_SPECIAL and GT_VERSUS.
* Access controlled by SECRET_SPECIALATTACK. (You're blue now.)

Related changes to precipitate:
* Cups that only have one map in them get selected immediately, rather than off-the-cuff.
    * Done by seperating out a new function M_LevelSelected from M_LevelSelectHandler
* Maps that only have one lap in them don't have a visible lap timestamp sticker.
* Fix a cup with *no* valid maps for the current ruleset being hypothetically selectable
2022-12-27 22:34:02 +00:00
toaster
d0cd059c5e Rework the Level List functions to operate off a provided levelsearch_t pointer.
* Prevents the dependency on a `levellist` global that could be corrupted
* Fixes the issue where cups that were not unlocked would not show up on the cup select (because `M_MapLocked` would make `M_CanShowLevelInList` fail).
* Shows both Race and Battle maps in the cup unlock preview.
2022-12-19 21:18:36 +00:00
toaster
8e88a840bb Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into unlockables-undefeatable
# Conflicts:
#	src/k_menudraw.c
#	src/k_menufunc.c
2022-12-19 20:13:44 +00:00
toaster
f9bdfd8a50 Fix typings for map index 2022-12-18 14:25:38 +00:00
toaster
ed85fb2e79 Clean up cup-related conditions for M_CanShowLevelInList 2022-12-18 13:20:50 +00:00
toaster
6659e78c04 Battle cups
- The cups they're associated with for GP Bonus Round
- Fixes the issue where when opening Ring Cup, Green Hills would be first in the listing because its header is defined before the rest of the cup's maps
- One core set of functions that works between multiple modes
Will merge conflict with Unlockables Undefeatable
2022-12-18 01:08:18 +00:00
toaster
42f4f28e06 Statistics menu
Relatively quick port from v1., but with under-the-hood changes to match the Emblem/Medal and Extra Medal reworks. We can make it prettier (and contain more data) later.
2022-12-14 17:53:35 +00:00
toaster
cc9a65c8f8 Add unlock condition text to Challenges menu
Has ifdef'd out code for conditions to change between white and yellow when achieved to match V1 behaviour... wasn't able to figure out why it wasn't working, so dummied out for now.
2022-12-12 16:55:56 +00:00
toaster
803490d7aa Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into unlockables-undefeatable
# Conflicts:
#	src/d_clisrv.h
#	src/doomstat.h
#	src/g_demo.h
#	src/m_cond.h
2022-12-10 21:54:58 +00:00
toaster
6d4b55a2d5 Add a x/X counter to the unlocks menu, like KAR and Smash 2022-12-10 21:06:24 +00:00
toaster
a657a5e591 Disjointed scroll and selection
* You can be at most 3*16 pixels away from the centerline.
* Bonus polish: during unlock sequence, movement is smooth and zips back and forth.
2022-12-04 20:59:13 +00:00
toaster
be38ba1511 A heaping of polish
* Challengegrid now loops and scrolls horizontally.
    - Scroll position currently tied directly to selected row/column, but can (and will) be seperated relatively easily later.
    - In `DEVELOP` builds always scrolls - but in release builds, if someone makes a custom gamedata with less than 20 challengegrid columns (BASEVIDWIDTH/16), it'll remain static.
* Challenge ticker now automatically unlocks all pending at a rate of ~one per second.
    - Based on VC discussion and Kirby Air Ride.
    - Since no user input necessary, screen is now part-faded when unlocks are pending.
* Drawing a specific grid tile is now its own `k_menudraw.c` function.
* There is now a light grey grid around unselected tiles.
* Unlock explosions now use the tile's colour or, if not provided, the current profile's color.
2022-12-04 15:30:38 +00:00
toaster
fefaee1982 SECRET_FOLLOWER
Completely clientside, unlike SECRET_SKIN. Followers have no gameplay function, and it saves us having to write even more to our demos/netsaves. Replaces SECRET_WARP.
Also:
- Now don't apply skins or followers from profiles if the skin is locked - instead, get the closest skin in stats. (Same function as from demos!)
- If you're looking at a profile and the skin or follower are locked, make them solid colour (TC_BLINK).
- Don't show the ring cursor before you've selected a profile.
2022-12-04 01:09:08 +00:00
toaster
9df1f1d34c Unlock explosions are now slightly delayed
Done so it doesn't begin during a transition, and you get to properly appreciate the first one

Comes with the following changes and refactors:
* Uses the default UN_RR00c icons for entries without icons (currently all except SECRET_SKIN)
* `challengesmenu->extradata` updated in less places
* `M_GetNextAchievedUnlock` no longer handles setting `unlocked` so we can do that during the above timer
* Test button explosion repetition no longer duplicates M_ChallengesTick code
* Instead of giving `challengesmenu->currentunlock == MAXUNLOCKABLES` special behaviour, add a `challengesmenu->requestnew`
* The crash prevention for nonexistent extradata in the input handler is now actually functional.
2022-12-02 22:39:45 +00:00
toaster
5e76896ac4 Challenge unlock explosions (from character select screen)
* Generalised the existing system to work here, no need to copypaste
* Spawned on unlock AND on debug button, so you can watch how they propogate
* Currently unsure on how large tile does it - right now it just spawns two sets of explosions on topleft and bottomright corners.

Also fixed an issue where a large tile could fail to show its highlight border if it looped between the two ends of the challenge grid
2022-12-02 21:31:13 +00:00
toaster
ac15d4caa3 Icon selection + Extras menu access
* Icon selection
    * You can use up, down, left, right, etc to select icons on the Challenges menu
    * The text at the top changes based on the highlighted icon
        * This text is now ??? if not yet unlocked
    * Uses the border for character rank icons
* Challenges are now accessible on the Extras menu alongside Addons and Replay Hut.
    * Previously there was a "Extras Checklist" dummy which did nothing when selected
    * Now I won't have to clear my gamedata every time I want to check this menu!
* M_ChallengeGridExtraData's array is modified to now contain specific info on whether a given tile is connected to above or left (or both).
2022-12-02 20:13:52 +00:00