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- You can now create an unlockable that gives you an emblem only with SECRET_EXTRAEMBLEM.
- One step above the completely rewardless squares from Kirby Air Ride.
- Added color to `unlockable_t`.
- Can be used both with user-specified icons (remappable green->color) and with non-SECRET_SKIN default graphics (invincibility full-range remap)
- Replaced condition type UC_EXTRAEMBLEM with the more general UC_UNLOCKABLE.
- MAXUNLOCKABLES is now == MAXCONDITIONSETS
206 lines
6.5 KiB
C
206 lines
6.5 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
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// Copyright (C) 2012-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file m_cond.h
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/// \brief Unlockable condition system for SRB2 version 2.1
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#include "doomdef.h"
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// --------
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// Typedefs
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// --------
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// DEHackEd structure for each is listed after the condition type
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// [required] <optional>
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typedef enum
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{
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UC_PLAYTIME, // PLAYTIME [tics]
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UC_MATCHESPLAYED, // SRB2Kart: MATCHESPLAYED [x played]
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UC_POWERLEVEL, // SRB2Kart: POWERLEVEL [power level to reach] [gametype, "0" for race, "1" for battle]
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UC_GAMECLEAR, // GAMECLEAR <x times>
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UC_OVERALLTIME, // OVERALLTIME [time to beat, tics]
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UC_MAPVISITED, // MAPVISITED [map number]
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UC_MAPBEATEN, // MAPBEATEN [map number]
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UC_MAPENCORE, // MAPENCORE [map number]
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UC_MAPTIME, // MAPTIME [map number] [time to beat, tics]
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UC_TRIGGER, // TRIGGER [trigger number]
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UC_TOTALEMBLEMS, // TOTALEMBLEMS [number of emblems]
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UC_EMBLEM, // EMBLEM [emblem number]
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UC_UNLOCKABLE, // UNLOCKABLE [unlockable number]
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UC_CONDITIONSET, // CONDITIONSET [condition set number]
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} conditiontype_t;
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// Condition Set information
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typedef struct
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{
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UINT32 id; /// <- The ID of this condition.
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/// In an unlock condition, all conditions with the same ID
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/// must be true to fulfill the unlockable requirements.
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/// Only one ID set needs to be true, however.
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conditiontype_t type;/// <- The type of condition
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INT32 requirement; /// <- The requirement for this variable.
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INT16 extrainfo1; /// <- Extra information for the condition when needed.
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INT16 extrainfo2; /// <- Extra information for the condition when needed.
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} condition_t;
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typedef struct
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{
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UINT32 numconditions; /// <- number of conditions.
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condition_t *condition; /// <- All conditionals to be checked.
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} conditionset_t;
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// Emblem information
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#define ET_GLOBAL 0 // Emblem with a position in space
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#define ET_MAP 1 // Beat the map
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#define ET_TIME 2 // Get the time
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//#define ET_DEVTIME 3 // Time, but the value is tied to a Time Trial demo, not pre-defined
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// Global emblem flags
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// (N/A to Kart yet)
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//#define GE_OH 1
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// Map emblem flags
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#define ME_ENCORE 1
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typedef struct
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{
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UINT8 type; ///< Emblem type
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INT16 tag; ///< Tag of emblem mapthing
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char * level; ///< Level on which this emblem can be found.
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UINT8 sprite; ///< emblem sprite to use, 0 - 25
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UINT16 color; ///< skincolor to use
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INT32 var; ///< If needed, specifies information on the target amount to achieve (or target skin)
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char *stringVar; ///< String version
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char hint[110]; ///< Hint for emblem hints menu
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} emblem_t;
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// Unlockable information
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typedef struct
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{
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char name[64];
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char *icon;
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UINT16 color;
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UINT8 conditionset;
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INT16 type;
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INT16 variable;
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char *stringVar;
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UINT8 majorunlock;
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} unlockable_t;
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#define SECRET_NONE 0 // Does nil. Use with levels locked by UnlockRequired
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#define SECRET_HEADER 1 // Does nothing on its own, just serves as a header for the menu
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#define SECRET_SKIN 2 // Allow this character to be selected
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#define SECRET_WARP 3 // Selectable warp (todo Followers)
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#define SECRET_EXTRAEMBLEM 4 // Extra Emblems (formerly extraemblem_t)
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#define SECRET_TIMEATTACK 5 // Enables Time Attack on the main menu
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#define SECRET_BREAKTHECAPSULES 6 // Enables Break the Capsules on the main menu
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#define SECRET_SOUNDTEST 7 // Sound Test
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#define SECRET_CREDITS 8 // Enables Credits
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#define SECRET_ITEMFINDER 9 // Enables Item Finder/Emblem Radar
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#define SECRET_EMBLEMHINTS 10 // Enables Emblem Hints
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#define SECRET_ENCORE 11 // Enables Encore mode cvar
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#define SECRET_HARDSPEED 12 // Enables Hard gamespeed
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#define SECRET_HELLATTACK 13 // Map Hell in record attack
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#define SECRET_PANDORA 14 // Enables Pandora's Box
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// If you have more secrets than these variables allow in your game,
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// you seriously need to get a life.
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#define MAXCONDITIONSETS UINT8_MAX
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#define MAXEMBLEMS 512
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#define MAXUNLOCKABLES MAXCONDITIONSETS
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#define CHALLENGEGRIDHEIGHT 5
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// GAMEDATA STRUCTURE
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// Everything that would get saved in gamedata.dat
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typedef struct
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{
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// WHENEVER OR NOT WE'RE READY TO SAVE
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boolean loaded;
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// CONDITION SETS ACHIEVED
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boolean achieved[MAXCONDITIONSETS];
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// EMBLEMS COLLECTED
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boolean collected[MAXEMBLEMS];
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// UNLOCKABLES UNLOCKED
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boolean unlocked[MAXUNLOCKABLES];
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// CHALLENGE GRID
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UINT16 challengegridwidth;
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UINT8 *challengegrid;
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// # OF TIMES THE GAME HAS BEEN BEATEN
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UINT32 timesBeaten;
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// PLAY TIME
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UINT32 totalplaytime;
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UINT32 matchesplayed;
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} gamedata_t;
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extern gamedata_t *gamedata;
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extern conditionset_t conditionSets[MAXCONDITIONSETS];
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extern emblem_t emblemlocations[MAXEMBLEMS];
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extern unlockable_t unlockables[MAXUNLOCKABLES];
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extern INT32 numemblems;
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extern UINT32 unlocktriggers;
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void M_NewGameDataStruct(void);
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void M_PopulateChallengeGrid(void);
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UINT8 *M_ChallengeGridExtraData(void);
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#define CHE_NONE 0
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#define CHE_HINT 1
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#define CHE_CONNECTEDLEFT 2
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#define CHE_CONNECTEDUP 4
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#define CHE_DONTDRAW (CHE_CONNECTEDLEFT|CHE_CONNECTEDUP)
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// Condition set setup
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void M_AddRawCondition(UINT8 set, UINT8 id, conditiontype_t c, INT32 r, INT16 x1, INT16 x2);
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// Clearing secrets
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void M_ClearConditionSet(UINT8 set);
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void M_ClearSecrets(void);
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// Updating conditions and unlockables
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void M_CheckUnlockConditions(void);
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UINT8 M_CheckCondition(condition_t *cn);
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boolean M_UpdateUnlockablesAndExtraEmblems(boolean silent);
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UINT8 M_GetNextAchievedUnlock(void);
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UINT8 M_CheckLevelEmblems(void);
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UINT8 M_CompletionEmblems(void);
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// Checking unlockable status
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UINT8 M_SecretUnlocked(INT32 type);
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UINT8 M_MapLocked(INT32 mapnum);
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INT32 M_CountEmblems(void);
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// Emblem shit
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emblem_t *M_GetLevelEmblems(INT32 mapnum);
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skincolornum_t M_GetEmblemColor(emblem_t *em);
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const char *M_GetEmblemPatch(emblem_t *em, boolean big);
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// If you're looking to compare stats for unlocks or what not, use these
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// They stop checking upon reaching the target number so they
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// should be (theoretically?) slightly faster.
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UINT8 M_GotEnoughEmblems(INT32 number);
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UINT8 M_GotLowEnoughTime(INT32 tictime);
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INT32 M_UnlockableSkinNum(unlockable_t *unlock);
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INT32 M_EmblemSkinNum(emblem_t *emblem);
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#define M_Achieved(a) ((a) >= MAXCONDITIONSETS || gamedata->achieved[a])
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