RingRacers/src/m_cond.c
Sally Coolatta d5a4954dd3 Profiles handle power level properly now
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.
2022-08-30 03:51:35 -04:00

546 lines
12 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
// Copyright (C) 2012-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_cond.c
/// \brief Unlockable condition system for SRB2 version 2.1
#include "m_cond.h"
#include "doomstat.h"
#include "z_zone.h"
#include "hu_stuff.h" // CEcho
#include "v_video.h" // video flags
#include "g_game.h" // record info
#include "r_skins.h" // numskins
#include "r_draw.h" // R_GetColorByName
#include "k_pwrlv.h"
#include "k_profiles.h"
// Map triggers for linedef executors
// 32 triggers, one bit each
UINT32 unlocktriggers;
// The meat of this system lies in condition sets
conditionset_t conditionSets[MAXCONDITIONSETS];
// Emblem locations
emblem_t emblemlocations[MAXEMBLEMS];
// Extra emblems
extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
// Unlockables
unlockable_t unlockables[MAXUNLOCKABLES];
// Number of emblems and extra emblems
INT32 numemblems = 0;
INT32 numextraemblems = 0;
void M_AddRawCondition(UINT8 set, UINT8 id, conditiontype_t c, INT32 r, INT16 x1, INT16 x2)
{
condition_t *cond;
UINT32 num, wnum;
I_Assert(set && set <= MAXCONDITIONSETS);
wnum = conditionSets[set - 1].numconditions;
num = ++conditionSets[set - 1].numconditions;
conditionSets[set - 1].condition = Z_Realloc(conditionSets[set - 1].condition, sizeof(condition_t)*num, PU_STATIC, 0);
cond = conditionSets[set - 1].condition;
cond[wnum].id = id;
cond[wnum].type = c;
cond[wnum].requirement = r;
cond[wnum].extrainfo1 = x1;
cond[wnum].extrainfo2 = x2;
}
void M_ClearConditionSet(UINT8 set)
{
if (conditionSets[set - 1].numconditions)
{
Z_Free(conditionSets[set - 1].condition);
conditionSets[set - 1].condition = NULL;
conditionSets[set - 1].numconditions = 0;
}
conditionSets[set - 1].achieved = false;
}
// Clear ALL secrets.
void M_ClearSecrets(void)
{
INT32 i;
memset(mapvisited, 0, sizeof(mapvisited));
for (i = 0; i < MAXEMBLEMS; ++i)
emblemlocations[i].collected = false;
for (i = 0; i < MAXEXTRAEMBLEMS; ++i)
extraemblems[i].collected = false;
for (i = 0; i < MAXUNLOCKABLES; ++i)
unlockables[i].unlocked = false;
for (i = 0; i < MAXCONDITIONSETS; ++i)
conditionSets[i].achieved = false;
timesBeaten = 0;
// Re-unlock any always unlocked things
M_SilentUpdateUnlockablesAndEmblems();
}
// ----------------------
// Condition set checking
// ----------------------
UINT8 M_CheckCondition(condition_t *cn)
{
switch (cn->type)
{
case UC_PLAYTIME: // Requires total playing time >= x
return (totalplaytime >= (unsigned)cn->requirement);
case UC_MATCHESPLAYED: // Requires any level completed >= x times
return (matchesplayed >= (unsigned)cn->requirement);
case UC_POWERLEVEL: // Requires power level >= x on a certain gametype
{
UINT8 i;
for (i = PROFILE_GUEST; i < PR_GetNumProfiles(); i++)
{
profile_t *p = PR_GetProfile(i);
if (p->powerlevels[cn->extrainfo1] >= (unsigned)cn->requirement)
{
return true;
}
}
return false;
}
case UC_GAMECLEAR: // Requires game beaten >= x times
return (timesBeaten >= (unsigned)cn->requirement);
case UC_OVERALLTIME: // Requires overall time <= x
return (M_GotLowEnoughTime(cn->requirement));
case UC_MAPVISITED: // Requires map x to be visited
return ((mapvisited[cn->requirement - 1] & MV_VISITED) == MV_VISITED);
case UC_MAPBEATEN: // Requires map x to be beaten
return ((mapvisited[cn->requirement - 1] & MV_BEATEN) == MV_BEATEN);
case UC_MAPENCORE: // Requires map x to be beaten in encore
return ((mapvisited[cn->requirement - 1] & MV_ENCORE) == MV_ENCORE);
case UC_MAPTIME: // Requires time on map <= x
return (G_GetBestTime(cn->extrainfo1) <= (unsigned)cn->requirement);
case UC_TRIGGER: // requires map trigger set
return !!(unlocktriggers & (1 << cn->requirement));
case UC_TOTALEMBLEMS: // Requires number of emblems >= x
return (M_GotEnoughEmblems(cn->requirement));
case UC_EMBLEM: // Requires emblem x to be obtained
return emblemlocations[cn->requirement-1].collected;
case UC_EXTRAEMBLEM: // Requires extra emblem x to be obtained
return extraemblems[cn->requirement-1].collected;
case UC_CONDITIONSET: // requires condition set x to already be achieved
return M_Achieved(cn->requirement-1);
}
return false;
}
static UINT8 M_CheckConditionSet(conditionset_t *c)
{
UINT32 i;
UINT32 lastID = 0;
condition_t *cn;
UINT8 achievedSoFar = true;
for (i = 0; i < c->numconditions; ++i)
{
cn = &c->condition[i];
// If the ID is changed and all previous statements of the same ID were true
// then this condition has been successfully achieved
if (lastID && lastID != cn->id && achievedSoFar)
return true;
// Skip future conditions with the same ID if one fails, for obvious reasons
else if (lastID && lastID == cn->id && !achievedSoFar)
continue;
lastID = cn->id;
achievedSoFar = M_CheckCondition(cn);
}
return achievedSoFar;
}
void M_CheckUnlockConditions(void)
{
INT32 i;
conditionset_t *c;
for (i = 0; i < MAXCONDITIONSETS; ++i)
{
c = &conditionSets[i];
if (!c->numconditions || c->achieved)
continue;
c->achieved = (M_CheckConditionSet(c));
}
}
UINT8 M_UpdateUnlockablesAndExtraEmblems(void)
{
INT32 i;
char cechoText[992] = "";
UINT8 cechoLines = 0;
M_CheckUnlockConditions();
// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected || !extraemblems[i].conditionset)
continue;
if ((extraemblems[i].collected = M_Achieved(extraemblems[i].conditionset - 1)) != false)
{
strcat(cechoText, va(M_GetText("Got \"%s\" medal!\\"), extraemblems[i].name));
++cechoLines;
}
}
// Fun part: if any of those unlocked we need to go through the
// unlock conditions AGAIN just in case an emblem reward was reached
if (cechoLines)
M_CheckUnlockConditions();
// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].unlocked || !unlockables[i].conditionset)
continue;
if ((unlockables[i].unlocked = M_Achieved(unlockables[i].conditionset - 1)) != false)
{
if (unlockables[i].nocecho)
continue;
strcat(cechoText, va(M_GetText("\"%s\" unlocked!\\"), unlockables[i].name));
++cechoLines;
}
}
// Announce
if (cechoLines)
{
char slashed[1024] = "";
for (i = 0; (i < 19) && (i < 24 - cechoLines); ++i)
slashed[i] = '\\';
slashed[i] = 0;
strcat(slashed, cechoText);
HU_SetCEchoFlags(V_YELLOWMAP);
HU_SetCEchoDuration(6);
HU_DoCEcho(slashed);
return true;
}
return false;
}
// Used when loading gamedata to make sure all unlocks are synched with conditions
void M_SilentUpdateUnlockablesAndEmblems(void)
{
INT32 i;
boolean checkAgain = false;
// Just in case they aren't to sync
M_CheckUnlockConditions();
M_CheckLevelEmblems();
// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected || !extraemblems[i].conditionset)
continue;
if ((extraemblems[i].collected = M_Achieved(extraemblems[i].conditionset - 1)) != false)
checkAgain = true;
}
// check again if extra emblems unlocked, blah blah, etc
if (checkAgain)
M_CheckUnlockConditions();
// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].unlocked || !unlockables[i].conditionset)
continue;
unlockables[i].unlocked = M_Achieved(unlockables[i].conditionset - 1);
}
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
players[g_localplayers[i]].availabilities = R_GetSkinAvailabilities();
}
}
// Emblem unlocking shit
UINT8 M_CheckLevelEmblems(void)
{
INT32 i;
INT32 valToReach;
INT16 levelnum;
UINT8 res;
UINT8 somethingUnlocked = 0;
// Update Score, Time, Rings emblems
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].type < ET_TIME || emblemlocations[i].collected)
continue;
levelnum = emblemlocations[i].level;
valToReach = emblemlocations[i].var;
switch (emblemlocations[i].type)
{
case ET_TIME: // Requires time on map <= x
res = (G_GetBestTime(levelnum) <= (unsigned)valToReach);
break;
default: // unreachable but shuts the compiler up.
continue;
}
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separate print when awarding emblems and it's sorta different enough.
{
INT32 i;
INT32 embtype;
INT16 levelnum;
UINT8 res;
UINT8 somethingUnlocked = 0;
UINT8 flags;
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].type != ET_MAP || emblemlocations[i].collected)
continue;
levelnum = emblemlocations[i].level;
embtype = emblemlocations[i].var;
flags = MV_BEATEN;
if (embtype & ME_ENCORE)
flags |= MV_ENCORE;
res = ((mapvisited[levelnum - 1] & flags) == flags);
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
// -------------------
// Quick unlock checks
// -------------------
UINT8 M_AnySecretUnlocked(void)
{
INT32 i;
#ifdef DEVELOP
if (1)
return true;
#endif
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (!unlockables[i].nocecho && unlockables[i].unlocked)
return true;
}
return false;
}
UINT8 M_SecretUnlocked(INT32 type)
{
INT32 i;
#if 1
if (dedicated)
return true;
#endif
#ifdef DEVELOP
#define CHADYES true
#else
#define CHADYES false
#endif
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].type == type && unlockables[i].unlocked != CHADYES)
return !CHADYES;
}
return CHADYES;
#undef CHADYES
}
UINT8 M_MapLocked(INT32 mapnum)
{
#ifdef DEVELOP
if (1)
return false;
#endif
if (!mapheaderinfo[mapnum-1] || mapheaderinfo[mapnum-1]->unlockrequired < 0)
return false;
if (!unlockables[mapheaderinfo[mapnum-1]->unlockrequired].unlocked)
return true;
return false;
}
INT32 M_CountEmblems(void)
{
INT32 found = 0, i;
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].collected)
found++;
}
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected)
found++;
}
return found;
}
// --------------------------------------
// Quick functions for calculating things
// --------------------------------------
// Theoretically faster than using M_CountEmblems()
// Stops when it reaches the target number of emblems.
UINT8 M_GotEnoughEmblems(INT32 number)
{
INT32 i, gottenemblems = 0;
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].collected)
if (++gottenemblems >= number) return true;
}
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected)
if (++gottenemblems >= number) return true;
}
return false;
}
UINT8 M_GotLowEnoughTime(INT32 tictime)
{
INT32 curtics = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || (mapheaderinfo[i]->menuflags & LF2_NOTIMEATTACK))
continue;
if (!mainrecords[i] || !mainrecords[i]->time)
return false;
else if ((curtics += mainrecords[i]->time) > tictime)
return false;
}
return true;
}
// ----------------
// Misc Emblem shit
// ----------------
// Returns pointer to an emblem if an emblem exists for that level.
// Pass -1 mapnum to continue from last emblem.
// NULL if not found.
// note that this goes in reverse!!
emblem_t *M_GetLevelEmblems(INT32 mapnum)
{
static INT32 map = -1;
static INT32 i = -1;
if (mapnum > 0)
{
map = mapnum;
i = numemblems;
}
while (--i >= 0)
{
if (emblemlocations[i].level == map)
return &emblemlocations[i];
}
return NULL;
}
skincolornum_t M_GetEmblemColor(emblem_t *em)
{
if (!em || em->color >= numskincolors)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em, boolean big)
{
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}
skincolornum_t M_GetExtraEmblemColor(extraemblem_t *em)
{
if (!em || em->color >= numskincolors)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big)
{
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}