The linedef's behaviour was broken horribly by long map names, and it's not worth the effort to fix it for the following reasons.
- It was considered a security vulnerability to have free access to the console when it was written.
- The game literally had a cvar to disable running console scripts. That's "I am willingly distributing ActiveX Word Documents in 2023" levels of foolhardery.
- Anything GOOD it can do, both Lua and ACS can do better.
A much more focused replacement for Hornmod, specc'd out by Tyron and Oni working together and implemented by the author of this commit because it's pretty funny.
- Followers have `hornsound` in their SOC configuration.
- The default sound for all followers without a provided one is sfx_horn00.
- They'll play this sound if you use lookback with one following you, and there's nearby players to get the player looking all the way around.
- Only the players who are successfully considered for lookback will hear it.
- Has a v1-like visual with less randomisation, but still netsynced.
- Also controlled by the cvar `taunthorns`, which, like `tauntvoices`, takes "Tasteful" (default), "Meme", and "Off".
TODO: make the condition for horn a little delayed, so you have to hold lookback for a little bit.
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
- 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
Hilariously broken due to the evaulation gamestate, but the first piece of the puzzle: gets the player into the Credits gamestate after the conclusion of a Podium, if the GP context's cup has this boolean set.
We're unlikely to utilise this, but permits creators of custom user-created cups to flex their own style without fighting to replace the default Podium.
- Now called "Grand Prix Backup"
- Filename is now `gpringsav.bkp`
- Since available in standard contexts, do a little extra guarding against unsporting behaviour:
- In non-DEVELOP builds, delete Grand Prix Backup when returning to the titlescreen/menus.
- "undo your extra work and make it more generic" - Tyron
- Sprites have directional lighting, like walls
- For normal sprites: contrast is much stronger than walls
- Papersprites look the same as walls
- SpriteBacklight option in level header weakens the contrast for sprites only
- SpriteBacklight subtracts from LightContrast
- E.g. SpriteBacklight = 0 would let it match LightContrast
- E.g. SpriteBacklight = 60 would make the contrast much weaker
- Negative values make the contrast stronger
Made sure there is more than enough headroom for our current purposes.
It should be easy to double again if necessary now that the datatypes have been increased... but that would be obscene at this point
- 1024 Unlockables and 1024 Conditions (these were always tied together in slots)
- 2048 emblems (Medals + nonmedals). If we ship with ~250 maps this permits 8 Medals per map - which is higher than we intend right now but could easily fill out in patches
Only persist the full data while unloaded if player has explicitly achieved something on that level, rather than merely visited (such as in a netgame).
Achieving something counts as:
- Getting a best time
- Getting a best lap time (Race only)
- Getting MV_SPBATTACK (completing an SPB run)
- Completing the level IF the level has LF2_FINISHNEEDED (finish level in GP/MP before you see it in Time Attack)
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.
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).
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.
Replaces Flicky List system from 2.2.
Specify a list of comma-seperated Followers.
Not used by any systems in this commit, but important to store the data for later.
- On level load for GT_TUTORIAL:
- Forces to requested skin (or Eggman if not specified).
- Named `relevantskin` and not `tutorialskin` in case it's useful to use the same apparatus later for Adventure.
- Also sets default skincolor and disables follower.
- 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.
A little off-piste, but a trivial addition since I'm changing this part of the code.
- Plays in Position outside of Encore
- Shows up first in the Sound Test sequence for that map
- 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.
- Defaults to 1, AKA Sonic 1/2 monitor
- Set to 2 for Sonic 3k monitor
- Supports a range of 1-9 and A-Z
- Permits fine-grained rapid-prototype stretch goal Chaotix monitor stuff later in development
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
- UCRP_ISDIFFICULTY
- Example: IsDifficulty Hard - "on Hard difficulty"
- Does what it says on the tin
- You can't specify Easy because there is nothing easier than Easy
- Does it based on the GPsetting if in grand prix, or the level setting otherwise
- UCRP_PODIUMCUP
- Example: PodiumCup Ring - "complete RING CUP"
- Example: PodiumCup Barrier Silver - "get Silver or better on BARRIER CUP"
- Example: PodiumCup Goggles S - "get grade S on GOGGLES CUP"
- Basically a monolithic cup completion handler.
- Only happens after rankings begins in Podium ceremony.
- UCRP_PODIUMEMERALD
- Example: PodiumEmerald - "collect the Emerald"
- Get the Emerald to the ceremony and this is yours.
- UCRP_PODIUMPRIZE
- Example: PodiumPrize - "collect the prize"
- LITERALLY identical to PodiumEmerald except the string
- Doing it seperately from PodiumCup means we can't check whether that cup uses an Emerald or another Catcher Prize automagically
Measures whether you have all 7 Chaos Emeralds, 7 Super Emeralds, or 14 Emeralds
- Hidden if you haven't entered a special stage yet
- Checks all cups and all relevant difficulties outside of GS_LEVEL
- You can specify a difficulty of Normal, Hard, or Master