2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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2016-07-06 04:09:17 +00:00
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// Copyright (C) 2012-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 2012-2016 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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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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2018-01-22 00:15:26 +00:00
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UC_MATCHESPLAYED, // SRB2Kart: MATCHESPLAYED [x played]
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2014-03-15 16:59:03 +00:00
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UC_GAMECLEAR, // GAMECLEAR <x times>
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UC_ALLEMERALDS, // ALLEMERALDS <x times>
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2018-01-22 00:15:26 +00:00
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//UC_ULTIMATECLEAR, // ULTIMATECLEAR <x times>
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//UC_OVERALLSCORE, // OVERALLSCORE [score to beat]
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2014-03-15 16:59:03 +00:00
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UC_OVERALLTIME, // OVERALLTIME [time to beat, tics]
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2018-01-22 00:15:26 +00:00
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//UC_OVERALLRINGS, // OVERALLRINGS [rings to beat]
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2014-03-15 16:59:03 +00:00
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UC_MAPVISITED, // MAPVISITED [map number]
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UC_MAPBEATEN, // MAPBEATEN [map number]
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UC_MAPALLEMERALDS, // MAPALLEMERALDS [map number]
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2018-01-22 00:15:26 +00:00
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//UC_MAPULTIMATE, // MAPULTIMATE [map number]
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//UC_MAPPERFECT, // MAPPERFECT [map number]
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//UC_MAPSCORE, // MAPSCORE [map number] [score to beat]
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UC_MAPTIME, // MAPTIME [map number] [time to beat, tics]
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2018-01-22 00:15:26 +00:00
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//UC_MAPRINGS, // MAPRINGS [map number] [rings to beat]
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//UC_NIGHTSSCORE, // NIGHTSSCORE [map number] <mare, omit or "0" for overall> [score to beat]
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//UC_NIGHTSTIME, // NIGHTSTIME [map number] <mare, omit "0" overall> [time to beat, tics]
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//UC_NIGHTSGRADE, // NIGHTSGRADE [map number] <mare, omit "0" overall> [grade]
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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_EXTRAEMBLEM, // EXTRAEMBLEM [extra emblem 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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UINT8 achieved; /// <- Whether this conditional has been achieved already or not.
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/// (Conditional checking is skipped if true -- it's assumed you can't relock an unlockable)
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} conditionset_t;
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// Emblem information
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#define ET_GLOBAL 0 // Global map emblem, var == color
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#define ET_SKIN 1 // Skin specific emblem, var == skin
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//#define ET_SCORE 2
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#define ET_TIME 2
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//#define ET_RINGS 4
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//#define ET_NGRADE 5
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//#define ET_NTIME 6
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typedef struct
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{
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UINT8 type; ///< Emblem type
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INT16 x; ///< X coordinate.
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INT16 y; ///< Y coordinate.
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INT16 z; ///< Z coordinate.
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INT16 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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UINT8 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 hint[110]; ///< Hint for emblem hints menu
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UINT8 collected; ///< Do you have this emblem?
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} emblem_t;
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typedef struct
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{
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char name[20]; ///< Name of the goal (used in the "emblem awarded" cecho)
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char description[40];///< Description of goal (used in statistics)
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UINT8 conditionset; ///< Condition set that awards this emblem.
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UINT8 sprite; ///< emblem sprite to use, 0 - 25
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UINT8 color; ///< skincolor to use
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UINT8 collected; ///< Do you have this emblem?
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} extraemblem_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 objective[64];
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UINT16 height; // menu height
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UINT8 conditionset;
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INT16 type;
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INT16 variable;
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UINT8 nocecho;
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UINT8 nochecklist;
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UINT8 unlocked;
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} unlockable_t;
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#define SECRET_NONE -6 // Does nil. Use with levels locked by UnlockRequired
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#define SECRET_ITEMFINDER -5 // Enables Item Finder/Emblem Radar
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#define SECRET_EMBLEMHINTS -4 // Enables Emblem Hints
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#define SECRET_PANDORA -3 // Enables Pandora's Box
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#define SECRET_RECORDATTACK -2 // Enables Record Attack on the main menu
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#define SECRET_NIGHTSMODE -1 // Enables NiGHTS Mode on the main menu
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#define SECRET_HEADER 0 // Does nothing on its own, just serves as a header for the menu
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#define SECRET_LEVELSELECT 1 // Selectable level select
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#define SECRET_WARP 2 // Selectable warp
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#define SECRET_SOUNDTEST 3 // Sound Test
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#define SECRET_CREDITS 4 // Enables Credits
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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 128
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#define MAXEMBLEMS 512
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#define MAXEXTRAEMBLEMS 16
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#define MAXUNLOCKABLES 32
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extern conditionset_t conditionSets[MAXCONDITIONSETS];
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extern emblem_t emblemlocations[MAXEMBLEMS];
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extern extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
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extern unlockable_t unlockables[MAXUNLOCKABLES];
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extern INT32 numemblems;
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extern INT32 numextraemblems;
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extern UINT32 unlocktriggers;
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// Condition Set Setup
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void M_SetupDefaultConditionSets(void);
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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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2018-03-29 05:14:29 +00:00
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UINT8 M_CheckCondition(condition_t *cn);
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2014-03-15 16:59:03 +00:00
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UINT8 M_UpdateUnlockablesAndExtraEmblems(void);
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void M_SilentUpdateUnlockablesAndEmblems(void);
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UINT8 M_CheckLevelEmblems(void);
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// Checking unlockable status
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UINT8 M_AnySecretUnlocked(void);
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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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skincolors_t M_GetEmblemColor(emblem_t *em);
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const char *M_GetEmblemPatch(emblem_t *em);
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skincolors_t M_GetExtraEmblemColor(extraemblem_t *em);
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const char *M_GetExtraEmblemPatch(extraemblem_t *em);
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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_GotHighEnoughScore(INT32 tscore);
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UINT8 M_GotLowEnoughTime(INT32 tictime);
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//UINT8 M_GotHighEnoughRings(INT32 trings);
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#define M_Achieved(a) ((a) >= MAXCONDITIONSETS || conditionSets[a].achieved)
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