- Precache M_NOLVL.
- Make all width calculations relative to a lump 320 pixels wide, to make outdated map thumbnails much, MUCH more visible.
- Add K_DrawLikeMapThumbnail to draw a 320x200 patch like a map thumbnail (currently used only for RANDOMLVL).
- New `flags` field
- Permits coexistence of var and flags
- `notMedal` boolean is now `GE_NOTMEDAL`
- New `GE_TIMED` flag
- Disappears `var` tics after `starttime`
- Improved M_GetConditionString handling for specific Emblem grabs
- More explicit error handling for invalid Emblem
Discussed in DMs
- All other `MainCfg` block properties require a custom gamedata (or be a main file) to be modified
- When a custom gamedata is set, clear all unlockables, conditionsets, and emblems are unconditionally cleared
- You may also Clear Levels only if a custom gamedata is used
- New Previews of random-per-session maps with an overlay for
- SECRET_ENCORE (Phantom Ruby)
- SECRET_TIMEATTACK and SECRET_BREAKTHECAPSULES (Lap center circle stopwatch)
- SECRET_HARDSPEED (Rocket Sneaker, a sneaky reference to the current MS webview)
- Fix the position of SECRET_MAP's map to match the above
- Add a grey background at the bottom to really bring the feng shui together
Includes a dummied out alternate SECRET_CUP with more consistency to the idea of graphics exclusively in lower left, but matching the cup select screen won out.
Now uses `SECRET_CUP` and `SECRET_MAP` with a stringVar saying the map lump/cup name, instead of `SECRET_NONE` and a levelheader `unlockrequired` property.
- Make the `SECRET_` constants an easily reshuffable `enum` instead of a series of byzantine `#define`s
- Includes SECRET_CUP and SECRET_MAP in preperation
- Begin the conceptual seperation between Emblems (special in-level objects) and Medals (specific type of emblem that adds to the counter)
- Rename UC_TOTALMEDALS and M_GotEnoughMedals, since the count is a Medals only thing
- M_CountMedals, in addition to being renamed, now has an `all` boolean parameter since getting the total is no longer as easy as `emblems + extraemblems`
- PU_STATIC instead of PU_LEVEL, since player_t is always kept around anyway.
- Don't alloc itemList when cap is 0
- Read/write 0 when itemList is NULL
- Half the scale of the item graphics, and reduce the spacing, so more of the reel can fit in one column.
- Move the item table text over to the right, depending on how many columns were drawn.
- Display the item roulette speed, as well.
This mirrors the `finally` utility in Guidelines Support Library for
ensuring that a cleanup function is always called when the utility
object leaves scope, even when unwinding the stack from an exception.
This is to aid in transitioning malloc/free pairs in function bodies to
be more exception-safe.
- Handles map thumbnail drawing in a way agnostic to patch size
- Specify a desired final width in pixels `<< FRACBITS`, not a scale - more specific for our incoming varied purposes.
- Encore and voting screen Random have to be handled externally
- Put in k_hud.c because I'm not sure where would be most appropriate snd it works well enough, can be moved later
Draws a preview of an unlock in the bottom left corner.
- Currently only supports unlocked ones (needs a roughly character-sized question mark graphic created)
- Currently only supports SECRET_SKIN and SECRET_FOLLOWER
Also, makes the area available to M_BuildConditionSetString smaller to avoid crossing into that region
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.