Kart-Public/src/m_cond.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
2016-07-06 04:09:17 +00:00
// Copyright (C) 2012-2016 by Matthew "Inuyasha" Walsh.
// Copyright (C) 2012-2016 by Sonic Team Junior.
2014-03-15 16:59:03 +00:00
//
// 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_things.h" // numskins
#include "r_draw.h" // R_GetColorByName
// 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];
// Default Emblem locations
emblem_t emblemlocations[MAXEMBLEMS] =
{
// GREEN FLOWER 1
// ---
{0, 8156, 6936, 129, 1, 'A', SKINCOLOR_BLUE, 0,
"Go get your feet wet\n"
"to find this, the first emblem.\n"
"Yes, it's very deep.", 0},
{0, 3184, 1812, 928, 1, 'B', SKINCOLOR_LAVENDER, 0,
"There are many rings,\n"
"but this one's not what you think.\n"
"There lies the emblem.", 0},
{0, 9024, 6716, 769, 1, 'C', SKINCOLOR_RED, 0,
"Right next to a lake,\n"
"a ledge has been constructed.\n"
"Near there is the goal.", 0},
{0, 2080, -384, 512, 1, 'D', SKINCOLOR_ORANGE, 0,
"Streams come to an end\n"
"where they can no longer fall.\n"
"But if you went up...", 0},
{0, -336, 2064, 195, 1, 'E', SKINCOLOR_NEONGREEN, 0,
"This one's in plain sight.\n"
"Why haven't you claimed it?\n"
"Surely you saw it.", 0},
{ET_SCORE, 0,0,0, 1, 'S', SKINCOLOR_BROWN, 125000, "", 0},
{ET_TIME, 0,0,0, 1, 'T', SKINCOLOR_GREY, 20*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 1, 'R', SKINCOLOR_GOLD, 200, "", 0},
// GREEN FLOWER 2
// ---
{0, 2624, -6816, 1332, 2, 'A', SKINCOLOR_BLUE, 0,
"Near the giant lake\n"
"lies a cave with a 1-Up.\n"
"An emblem's there, too!", 0},
{0, -5728, -2848, 2848, 2, 'B', SKINCOLOR_LAVENDER, 0,
"Near the final lake,\n"
"a higher lake falls on in.\n"
"Three platforms await.", 0},
{0, 3648, 6464, 2576, 2, 'C', SKINCOLOR_RED, 0,
"Near the level's start,\n"
"a bridge crosses a river.\n"
"What's that river's source?", 0},
{0, -2032,-10048, 986, 2, 'D', SKINCOLOR_ORANGE, 0,
"Near the level's end,\n"
"another bridge spans a lake.\n"
"What could be under...?", 0},
{0, -170, 491, 3821, 2, 'E', SKINCOLOR_NEONGREEN, 0,
"An ivied tunnel\n"
"has a corner that's sunlit.\n"
"Go reach for the sky!", 0},
{ET_SCORE, 0,0,0, 2, 'S', SKINCOLOR_BROWN, 150000, "", 0},
{ET_TIME, 0,0,0, 2, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 2, 'R', SKINCOLOR_GOLD, 200, "", 0},
// GREEN FLOWER 3
// ---
{ET_TIME, 0,0,0, 3, 'T', SKINCOLOR_GREY, 30*TICRATE, "", 0},
// TECHNO HILL 1
// ---
{0, -5664, -5072, 2396, 4, 'A', SKINCOLOR_BLUE, 0,
"Three pipes reside near\n"
"where our heroes' paths split off.\n"
"You'll have to look up!", 0},
{0, -784,-13968, 2888, 4, 'B', SKINCOLOR_LAVENDER, 0,
"Climbing yields great range.\n"
"Yet, on a path for climbers,\n"
"flying is the key.", 0},
{0, 4160, -5824, 3776, 4, 'C', SKINCOLOR_RED, 0,
"That's sure lots of slime.\n"
"Say, do you ever wonder\n"
"what's dumping it all?", 0},
{0, 6400, -8352, 1764, 4, 'D', SKINCOLOR_ORANGE, 0,
"Spinning through small gaps\n"
"can slip you into a cave.\n"
"In that cave's first stretch...", 0},
{0, 2848, -9088, 488, 4, 'E', SKINCOLOR_NEONGREEN, 0,
"The slime lake is deep,\n"
"but reaching the floor takes height.\n"
"Scream \"Geronimo!\"...", 0},
{ET_SCORE, 0,0,0, 4, 'S', SKINCOLOR_BROWN, 75000, "", 0},
{ET_TIME, 0,0,0, 4, 'T', SKINCOLOR_GREY, 75*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 4, 'R', SKINCOLOR_GOLD, 300, "", 0},
// TECHNO HILL 2
// ---
{0,-19138, -2692, 688, 5, 'A', SKINCOLOR_BLUE, 0,
"Near the first checkpoint,\n"
"a bridge crosses a slime pool.\n"
"(Sensing a pattern?)", 0},
{0,-13120, 8062, 1248, 5, 'B', SKINCOLOR_LAVENDER, 0,
"Behind the windows,\n"
"near crushers, ever smashing\n"
"a conveyor belt.", 0},
{0, 580, 4552, 1344, 5, 'C', SKINCOLOR_RED, 0,
"A pipe drops onto\n"
"a half-outdoors conveyor.\n"
"But is it empty?", 0},
{0, 192, -8768, 24, 5, 'D', SKINCOLOR_ORANGE, 0,
"There is a hallway\n"
"that a button floods with slime.\n"
"Go through it again!", 0},
{0, -2468,-12128, 1312, 5, 'E', SKINCOLOR_NEONGREEN, 0,
"Jumping on turtles\n"
"will send you springing skyward.\n"
"Now, do that six times...", 0},
{ET_SCORE, 0,0,0, 5, 'S', SKINCOLOR_BROWN, 100000, "", 0},
{ET_TIME, 0,0,0, 5, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 5, 'R', SKINCOLOR_GOLD, 600, "", 0},
// TECHNO HILL 3
// ---
{ET_TIME, 0,0,0, 6, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
// DEEP SEA 1
// ---
{0,-16224, -2880, 3530, 7, 'A', SKINCOLOR_BLUE, 0,
"Climb up two maze walls.\n"
"Break the roof, then a corner.\n"
"There, glide, but stay dry.", 0},
{0, -8224, 896, 1056, 7, 'B', SKINCOLOR_LAVENDER, 0,
"Follow the left path.\n"
"A square green button lurks deep.\n"
"Weight it down, somehow.", 0},
{0, 4992, -5072, 4136, 7, 'C', SKINCOLOR_RED, 0,
"A certain path holds\n"
"many gargoyle puzzles.\n"
"Victors reach a \"V\".", 0},
{0, 4576, 5168, 2660, 7, 'D', SKINCOLOR_ORANGE, 0,
"A caved-in hallway?\n"
"The floor falls; the path goes down.\n"
"But those rocks looked weak...", 0},
{0, 12576, 16096, -992, 7, 'E', SKINCOLOR_NEONGREEN, 0,
"The end is quite dry.\n"
"Some rocks dam the water in.\n"
"Knuckles can fix that...", 0},
{ET_SCORE, 0,0,0, 7, 'S', SKINCOLOR_BROWN, 75000, "", 0},
{ET_TIME, 0,0,0, 7, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 7, 'R', SKINCOLOR_GOLD, 400, "", 0},
// DEEP SEA 2
// ---
{0,-15040, 6976, 2016, 8, 'A', SKINCOLOR_BLUE, 0,
"A waterfall lands\n"
"near a starpost in a cave.\n"
"It's dark up there, but...", 0},
{0, 4288, 2912, 544, 8, 'B', SKINCOLOR_LAVENDER, 0,
"So many blocks here!\n"
"Take five; bathe in the fountain.\n"
"Hmmm? A hidden path...?", 0},
{0, -5696, 16992, 791, 8, 'C', SKINCOLOR_RED, 0,
"An ornate dragon\n"
"faces a secret passage.\n"
"Knuckles! Don't get crushed!", 0},
{0,-13344, 18688, 1034, 8, 'D', SKINCOLOR_ORANGE, 0,
"In the current maze\n"
"hides a dark room of columns.\n"
"Find it, then look up.", 0},
{0, 3104, 16192, 2408, 8, 'E', SKINCOLOR_NEONGREEN, 0,
"That same dragon's eye\n"
"hides another secret room.\n"
"There, solve its riddle.", 0},
{ET_SCORE, 0,0,0, 8, 'S', SKINCOLOR_BROWN, 50000, "", 0},
{ET_TIME, 0,0,0, 8, 'T', SKINCOLOR_GREY, 150*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 8, 'R', SKINCOLOR_GOLD, 250, "", 0},
// DEEP SEA 3
// ---
{ET_TIME, 0,0,0, 9, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
// CASTLE EGGMAN 1
// ---
{0, -6176, -5184, -128, 10, 'A', SKINCOLOR_BLUE, 0,
"A drain feeds the lake.\n"
"Water rushes quickly through.\n"
"Go against the flow.", 0},
{0, 3648,-15296, -992, 10, 'B', SKINCOLOR_LAVENDER, 0,
"The left starting path\n"
"goes atop a large wood deck.\n"
"Checked underneath yet?", 0},
{0, 11712, 21312, 5472, 10, 'C', SKINCOLOR_RED, 0,
"At last, the castle!\n"
"Hold up! Don't just barge right in!\n"
"What's the facade hold...?", 0},
{0, 20224, 13344, 3104, 10, 'D', SKINCOLOR_ORANGE, 0,
"The final approach!\n"
"A tower holds the emblem\n"
"near a ring arrow.", 0},
{0, 9472, -5890, 710, 10, 'E', SKINCOLOR_NEONGREEN, 0,
"The right starting path\n"
"hides this near a canopy,\n"
"high, where two trees meet.", 0},
{ET_SCORE, 0,0,0, 10, 'S', SKINCOLOR_BROWN, 50000, "", 0},
{ET_TIME, 0,0,0, 10, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 10, 'R', SKINCOLOR_GOLD, 200, "", 0},
// CASTLE EGGMAN 2
// ---
{0, 832,-15168, 7808, 11, 'A', SKINCOLOR_BLUE, 0,
"Find a trick bookcase\n"
"that hides a darkened hallway.\n"
"There, climb a tower.", 0},
{0,-18460,-22180, 2416, 11, 'B', SKINCOLOR_LAVENDER, 0,
"Down in the dungeon,\n"
"a cracked wall hides secret paths.\n"
"Echidnas only!", 0},
{0, -6144,-11792, 3232, 11, 'C', SKINCOLOR_RED, 0,
"A room you can flood!\n"
"A brown grate's near its exit.\n"
"Knuckles can break it...", 0},
{0, 4608, -7024, 4256, 11, 'D', SKINCOLOR_ORANGE, 0,
"Some of these bookshelves\n"
"are not flush against the walls.\n"
"Wonder why that is?", 0},
{0, 12708,-13536, 4768, 11, 'E', SKINCOLOR_NEONGREEN, 0,
"The ending's towers\n"
"are hiding a small alcove.\n"
"Check around outside.", 0},
{ET_SCORE, 0,0,0, 11, 'S', SKINCOLOR_BROWN, 400000, "", 0},
{ET_TIME, 0,0,0, 11, 'T', SKINCOLOR_GREY, 210*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 11, 'R', SKINCOLOR_GOLD, 600, "", 0},
// CASTLE EGGMAN 3
// ---
{ET_TIME, 0,0,0, 12, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
// ARID CANYON 1
// ---
{0, 3488, 2208, 3072, 13, 'A', SKINCOLOR_BLUE, 0,
"A rather large gap\n"
"must be crossed by way of tram.\n"
"At its end, jump left.", 0},
{0, -7552, 10464, 4094, 13, 'B', SKINCOLOR_LAVENDER, 0,
"Crushers that go up!\n"
"Mind your step; if they're triggered,\n"
"they'll block this emblem.", 0},
{0,-12093, 14575, 5752, 13, 'C', SKINCOLOR_RED, 0,
"There's an oil lake\n"
"that you can sink deep into.\n"
"Drain it, and explore.", 0},
{0, 512, -7136, 4640, 13, 'D', SKINCOLOR_ORANGE, 0,
"Not far from the start,\n"
"if you climb toward the sky,\n"
"the cliffs hide something.", 0},
{0, 12504, 6848, 3424, 13, 'E', SKINCOLOR_NEONGREEN, 0,
"Right by the exit,\n"
"an emblem lies on a cliff.\n"
"Ride ropes to reach it.", 0},
{ET_SCORE, 0,0,0, 13, 'S', SKINCOLOR_BROWN, 50000, "", 0},
{ET_TIME, 0,0,0, 13, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 13, 'R', SKINCOLOR_GOLD, 300, "", 0},
// RED VOLCANO 1
// ---
{0,-13184, 11424, 3080, 16, 'A', SKINCOLOR_BLUE, 0,
"Look around the room,\n"
"just before you clear the stage;\n"
"something's hidden there!", 0},
{0, -2816, 3120, 3044, 16, 'B', SKINCOLOR_LAVENDER, 0,
"Ever look upwards\n"
"when you're traversing across\n"
"collapsing platforms?", 0},
{0, 6720, 6784, 1452, 16, 'C', SKINCOLOR_RED, 0,
"Check out a corner\n"
"of a lake of magma near\n"
"spinning jets of flame.", 0},
{0, -5504, 9824, 800, 16, 'D', SKINCOLOR_ORANGE, 0,
"Where once a bridge stood,\n"
"now magma falls from above.\n"
"The bridge dropped something...", 0},
{0, 8287,-11043, 1328, 16, 'E', SKINCOLOR_NEONGREEN, 0,
"A lake of magma\n"
"ebbs and flows unendingly.\n"
"Wait for its nadir.", 0},
{ET_SCORE, 0,0,0, 16, 'S', SKINCOLOR_BROWN, 30000, "", 0},
{ET_TIME, 0,0,0, 16, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 16, 'R', SKINCOLOR_GOLD, 100, "", 0},
// EGG ROCK 1
// ---
{0,-10976, -7328, 1584, 22, 'A', SKINCOLOR_BLUE, 0,
"Vanishing platforms,\n"
"then collapsing ones herald\n"
"a last-second jump.", 0},
{0, -6592,-11200, 2208, 22, 'B', SKINCOLOR_LAVENDER, 0,
"What is this red stuff?\n"
"You can't breathe it in, but look!\n"
"It can't reach up there...", 0},
{0, 6816, 832, 936, 22, 'C', SKINCOLOR_RED, 0,
"The team's paths diverge.\n"
"Should Tails run the crusher path?\n"
"No! Fly outside it!", 0},
{0, 6942, -8902, 2080, 22, 'D', SKINCOLOR_ORANGE, 0,
"Don't jump too high here!\n"
"No conveyor will catch you;\n"
"you'd fall to your death.", 0},
{0, -6432, -6192, 584, 22, 'E', SKINCOLOR_NEONGREEN, 0,
"Conveyors! Magma!\n"
"What an intense room this is!\n"
"But, what brought you here?", 0},
{ET_SCORE, 0,0,0, 22, 'S', SKINCOLOR_BROWN, 25000, "", 0},
{ET_TIME, 0,0,0, 22, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 22, 'R', SKINCOLOR_GOLD, 150, "", 0},
// EGG ROCK 2
// ---
{0, -6672, 7792, 352, 23, 'A', SKINCOLOR_BLUE, 0,
"Walk on the ceiling;\n"
"resist the urge to flip back!\n"
"Find the cyan path...", 0},
{0,-12256, 15136, -288, 23, 'B', SKINCOLOR_LAVENDER, 0,
"X marks the spot? Nope!\n"
"Try standing further away\n"
"when the timer flips.", 0},
{0, 1536, 16224, 1144, 23, 'C', SKINCOLOR_RED, 0,
"There is more than one\n"
"elevator inside the\n"
"elevator shaft...", 0},
{0,-15968, 14192, 3152, 23, 'D', SKINCOLOR_ORANGE, 0,
"Gears with missing teeth\n"
"can hide a clever secret!\n"
"Think Green Hill Zone boss.", 0},
{0, 1920, 20608, 1064, 23, 'E', SKINCOLOR_NEONGREEN, 0,
"Just before you reach\n"
"the defective cargo bay,\n"
"fly under a bridge.", 0},
{ET_SCORE, 0,0,0, 23, 'S', SKINCOLOR_BROWN, 60000, "", 0},
{ET_TIME, 0,0,0, 23, 'T', SKINCOLOR_GREY, 300*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 23, 'R', SKINCOLOR_GOLD, 250, "", 0},
// EGG ROCK 3
// ---
/* Just in case, I'll leave these here in the source.
{0, 848, -3584, 592, 24, 'A', SKINCOLOR_BLUE, 0,
"[PH] Hiding at the end of the first hallway.", 0},
{0,-10368, -2816, 144, 24, 'B', SKINCOLOR_LAVENDER, 0,
"Directions are meaningless.", 0},
{0, -8160, -5952, 560, 24, 'C', SKINCOLOR_RED, 0,
"[PH] In the ceiling of the conveyor belt + laser hallway.", 0},
{0,-13728,-13728, 1552, 24, 'D', SKINCOLOR_ORANGE, 0,
"[PH] On top of the platform with rows of spikes in reverse gravity.", 0},
{0,-14944, 768, 1232, 24, 'E', SKINCOLOR_NEONGREEN, 0,
"Follow the leader.", 0},
*/
{ET_SCORE, 0,0,0, 24, 'S', SKINCOLOR_BROWN, 14000, "", 0},
{ET_TIME, 0,0,0, 24, 'T', SKINCOLOR_GREY, 210*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 24, 'R', SKINCOLOR_GOLD, 100, "", 0},
// EGG ROCK CORE
// ---
{ET_TIME, 0,0,0, 25, 'T', SKINCOLOR_GREY, 100*TICRATE, "", 0},
// PIPE TOWERS
// ---
{0, 3182, 5040, 3008, 30, 'A', SKINCOLOR_BLUE, 0,
"A pipe in the roof\n"
"eternally drops water.\n"
"Something's stuck up there.", 0},
{0, -2400, 5984, 2752, 30, 'B', SKINCOLOR_LAVENDER, 0,
"Pushing a red switch\n"
"raises the water level;\n"
"from there, can't miss it.", 0},
{0, 6112, 7008, 4032, 30, 'C', SKINCOLOR_RED, 0,
"A high-up passage\n"
"hides near the second checkpoint.\n"
"Climb in; then, climb more.", 0},
{0, 11424, -4832, 1376, 30, 'D', SKINCOLOR_ORANGE, 0,
"The underground room\n"
"with platforms that fall and rise\n"
"only LOOKS empty...", 0},
{0 , 4960, -6112, 1312, 30, 'E', SKINCOLOR_NEONGREEN, 0,
"This one's straightforward.\n"
"What comes to mind when I say:\n"
"\"WELCOME TO WARP ZONE!\"?", 0},
{ET_SCORE, 0,0,0, 30, 'S', SKINCOLOR_BROWN, 75000, "", 0},
{ET_TIME, 0,0,0, 30, 'T', SKINCOLOR_GREY, 100*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 30, 'R', SKINCOLOR_GOLD, 300, "", 0},
// AERIAL GARDEN
// ---
{0, 10176,-14304, 1796, 40, 'A', SKINCOLOR_BLUE, 0,
"A central tower,\n"
"one with many waterfalls,\n"
"hides a secret room.", 0},
{0, 480, 17696, 6496, 40, 'B', SKINCOLOR_LAVENDER, 0,
"Hidden off the path\n"
"lies a skyscraping tower.\n"
"A lake's at the top.", 0},
{0, -8896, 13248, 3362, 40, 'C', SKINCOLOR_RED, 0,
"Find all four buttons\n"
"that sink when you stand on them.\n"
"They'll open a door...", 0},
{0, -8896, -9952, 2480, 40, 'D', SKINCOLOR_ORANGE, 0,
"Much like the last one,\n"
"you need to find some switches.\n"
"Only two, this time.", 0},
{0, 13184, 18880, 6672, 40, 'E', SKINCOLOR_NEONGREEN, 0,
"The inner sanctum!\n"
"Teleport to its switches;\n"
"then, check near the goal.", 0},
{ET_SCORE, 0,0,0, 40, 'S', SKINCOLOR_BROWN, 300000, "", 0},
{ET_TIME, 0,0,0, 40, 'T', SKINCOLOR_GREY, 240*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 40, 'R', SKINCOLOR_GOLD, 1200, "", 0},
// AZURE TEMPLE
// ---
{0, -2400, 7552, 1120, 41, 'A', SKINCOLOR_BLUE, 0,
"For those who can swim,\n"
"a long tunnel hides rewards.\n"
"Do mind the Buzzes!", 0},
{0, -64, 14016, 2072, 41, 'B', SKINCOLOR_LAVENDER, 0,
"So many skylights!\n"
"A markedly large one hides\n"
"behind a starpost...", 0},
{0, 2976, 13920, -32, 41, 'C', SKINCOLOR_RED, 0,
"When you reach gauntlets\n"
"of diagonal fire,\n"
"check out the corners.", 0},
{0, 2176, 22592, 1376, 41, 'D', SKINCOLOR_ORANGE, 0,
"A room of currents;\n"
"most of them are marked by spikes.\n"
"This one? A corner.", 0},
{0, -4128, 21344, 1120, 41, 'E', SKINCOLOR_NEONGREEN, 0,
"The only way to hit\n"
"all those gems at once is with\n"
"a radial blast.", 0},
{ET_SCORE, 0,0,0, 41, 'S', SKINCOLOR_BROWN, 425000, "", 0},
{ET_TIME, 0,0,0, 41, 'T', SKINCOLOR_GREY, 240*TICRATE, "", 0},
{ET_RINGS, 0,0,0, 41, 'R', SKINCOLOR_GOLD, 300, "", 0},
// FLORAL FIELD
// ---
{0, 5394, -996, 160, 50, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 50, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 50, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
// TOXIC PLATEAU
// ---
{0, 780, -1664, 32, 51, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 51, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 51, 'T', SKINCOLOR_GREY, 50*TICRATE, "", 0},
// FLOODED COVE
// ---
2014-08-27 03:56:30 +00:00
{0, 1824, -1888, 2448, 52, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 52, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
2014-03-15 16:59:03 +00:00
// CAVERN FORTRESS
// ---
{0, -3089, -431, 1328, 53, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 53, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 53, 'T', SKINCOLOR_GREY, 75*TICRATE, "", 0},
// DUSTY WASTELAND
// ---
{0, 957, 924, 2956, 54, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 54, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 54, 'T', SKINCOLOR_GREY, 65*TICRATE, "", 0},
// MAGMA CAVES
// ---
{0, -2752, 3104, 1800, 55, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 55, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 55, 'T', SKINCOLOR_GREY, 80*TICRATE, "", 0},
// EGG SATELLITE
// ---
{0, 5334, -609, 3426, 56, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 56, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 56, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
// BLACK HOLE
// ---
{0, 2108, 3776, 32, 57, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 57, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 57, 'T', SKINCOLOR_GREY, 150*TICRATE, "", 0},
// SPRING HILL
// ---
{0, -1840, -1024, 1644, 58, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
{ET_NGRADE, 0,0,0, 58, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 58, 'T', SKINCOLOR_GREY, 60*TICRATE, "", 0},
};
// Default Extra Emblems
extraemblem_t extraemblems[MAXEXTRAEMBLEMS] =
{
{"Game Complete", "Complete 1P Mode", 10, 'X', SKINCOLOR_BLUE, 0},
{"All Emeralds", "Complete 1P Mode with all Emeralds", 11, 'V', SKINCOLOR_GREY, 0},
{"Perfect Bonus", "Perfect Bonus on a non-secret stage", 30, 'P', SKINCOLOR_GOLD, 0},
{"SRB1 Remake", "Complete SRB1 Remake", 21, 'O', SKINCOLOR_ROSEWOOD, 0},
{"NiGHTS Mastery", "Show your mastery of NiGHTS!", 22, 'W', SKINCOLOR_TEAL, 0},
};
// Default Unlockables
unlockable_t unlockables[MAXUNLOCKABLES] =
{
// Name, Objective, Menu Height, ConditionSet, Unlock Type, Variable, NoCecho, NoChecklist
/* 01 */ {"Record Attack", "Complete Greenflower Zone, Act 1", 0, 1, SECRET_RECORDATTACK, 0, true, true, 0},
/* 02 */ {"NiGHTS Mode", "Complete Floral Field", 0, 2, SECRET_NIGHTSMODE, 0, true, true, 0},
/* 03 */ {"Play Credits", "Complete 1P Mode", 30, 10, SECRET_CREDITS, 0, true, true, 0},
/* 04 */ {"Sound Test", "Complete 1P Mode", 40, 10, SECRET_SOUNDTEST, 0, false, false, 0},
/* 05 */ {"EXTRA LEVELS", "", 60, 0, SECRET_HEADER, 0, true, true, 0},
/* 06 */ {"Aerial Garden Zone", "Complete 1P Mode w/ all emeralds", 70, 11, SECRET_WARP, 40, false, false, 0},
/* 07 */ {"Azure Temple Zone", "Complete Aerial Garden Zone", 80, 20, SECRET_WARP, 41, false, false, 0},
/* 08 */ {"BONUS LEVELS", "", 100, 0, SECRET_HEADER, 0, true, true, 0},
/* 09 */ {"SRB1 Remake", "Collect 20 Emblems", 130, 40, SECRET_WARP, 101, false, false, 0},
/* 10 */ {"Mario Koopa Blast", "Collect 60 Emblems", 110, 42, SECRET_WARP, 30, false, false, 0},
/* 11 */ {"SRB1 Level Select", "Complete SRB1 Remake", 140, 21, SECRET_LEVELSELECT, 2, false, true, 0},
/* 12 */ {"Spring Hill Zone", "Collect 100 Emblems", 0, 44, SECRET_NONE, 0, false, false, 0},
/* 13 */ {"Black Hole", "A Rank in all Special Stages", 0, 50, SECRET_NONE, 0, false, true, 0},
/* 14 */ {"Emblem Hints", "Collect 40 Emblems", 0, 41, SECRET_EMBLEMHINTS, 0, false, true, 0},
/* 15 */ {"Emblem Radar", "Collect 80 Emblems", 0, 43, SECRET_ITEMFINDER, 0, false, true, 0},
/* 16 */ {"Pandora's Box", "Collect All Emblems", 0, 45, SECRET_PANDORA, 0, false, false, 0},
/* 17 */ {"Level Select", "Collect All Emblems", 20, 45, SECRET_LEVELSELECT, 1, false, true, 0},
};
// Default number of emblems and extra emblems
INT32 numemblems = 155;
INT32 numextraemblems = 5;
// DEFAULT CONDITION SETS FOR SRB2 2.1:
void M_SetupDefaultConditionSets(void)
{
memset(conditionSets, 0, sizeof(conditionSets));
// -- 1: Complete GFZ1
M_AddRawCondition(1, 1, UC_MAPBEATEN, 1, 0, 0);
// -- 2: Complete SS1
M_AddRawCondition(2, 1, UC_MAPBEATEN, 50, 0, 0);
// -- 10: Complete the game
M_AddRawCondition(10, 1, UC_GAMECLEAR, 1, 0, 0);
// -- 11: Complete the game with all emeralds
M_AddRawCondition(11, 1, UC_ALLEMERALDS, 1, 0, 0);
// -- 20: Beat AGZ
M_AddRawCondition(20, 1, UC_MAPBEATEN, 40, 0, 0);
// -- 21: Beat SRB1 Remake
M_AddRawCondition(21, 1, UC_MAPBEATEN, 132, 0, 0);
// -- 22: Beat Black Hole
M_AddRawCondition(22, 1, UC_MAPBEATEN, 57, 0, 0);
// -- 30: Perfect Bonus
M_AddRawCondition(30, 1, UC_MAPPERFECT, 1, 0, 0);
M_AddRawCondition(30, 2, UC_MAPPERFECT, 2, 0, 0);
M_AddRawCondition(30, 3, UC_MAPPERFECT, 4, 0, 0);
M_AddRawCondition(30, 4, UC_MAPPERFECT, 5, 0, 0);
M_AddRawCondition(30, 5, UC_MAPPERFECT, 7, 0, 0);
M_AddRawCondition(30, 6, UC_MAPPERFECT, 8, 0, 0);
M_AddRawCondition(30, 7, UC_MAPPERFECT, 10, 0, 0);
M_AddRawCondition(30, 8, UC_MAPPERFECT, 11, 0, 0);
M_AddRawCondition(30, 9, UC_MAPPERFECT, 13, 0, 0);
M_AddRawCondition(30, 10, UC_MAPPERFECT, 16, 0, 0);
M_AddRawCondition(30, 11, UC_MAPPERFECT, 22, 0, 0);
M_AddRawCondition(30, 12, UC_MAPPERFECT, 23, 0, 0);
M_AddRawCondition(30, 13, UC_MAPPERFECT, 24, 0, 0);
M_AddRawCondition(30, 14, UC_MAPPERFECT, 40, 0, 0);
M_AddRawCondition(30, 15, UC_MAPPERFECT, 41, 0, 0);
// -- 40: Find 20 emblems
M_AddRawCondition(40, 1, UC_TOTALEMBLEMS, 20, 0, 0);
// -- 41: Find 40 emblems
M_AddRawCondition(41, 1, UC_TOTALEMBLEMS, 40, 0, 0);
// -- 42: Find 60 emblems
M_AddRawCondition(42, 1, UC_TOTALEMBLEMS, 60, 0, 0);
// -- 43: Find 80 emblems
M_AddRawCondition(43, 1, UC_TOTALEMBLEMS, 80, 0, 0);
// -- 44: Find 100 emblems
M_AddRawCondition(44, 1, UC_TOTALEMBLEMS, 100, 0, 0);
// -- 45: Find 160 (all) emblems
M_AddRawCondition(45, 1, UC_TOTALEMBLEMS, 160, 0, 0);
// -- 50: A rank all NiGHTS special stages
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 50, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 51, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 52, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 53, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 54, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 55, 0);
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 56, 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 = timesBeatenWithEmeralds = timesBeatenUltimate = 0;
// Re-unlock any always unlocked things
M_SilentUpdateUnlockablesAndEmblems();
}
// ----------------------
// Condition set checking
// ----------------------
static UINT8 M_CheckCondition(condition_t *cn)
{
switch (cn->type)
{
case UC_PLAYTIME: // Requires total playing time >= x
return (totalplaytime >= (unsigned)cn->requirement);
case UC_GAMECLEAR: // Requires game beaten >= x times
return (timesBeaten >= (unsigned)cn->requirement);
case UC_ALLEMERALDS: // Requires game beaten with all 7 emeralds >= x times
return (timesBeatenWithEmeralds >= (unsigned)cn->requirement);
case UC_ULTIMATECLEAR: // Requires game beaten on ultimate >= x times (in other words, never)
return (timesBeatenUltimate >= (unsigned)cn->requirement);
case UC_OVERALLSCORE: // Requires overall score >= x
return (M_GotHighEnoughScore(cn->requirement));
case UC_OVERALLTIME: // Requires overall time <= x
return (M_GotLowEnoughTime(cn->requirement));
case UC_OVERALLRINGS: // Requires overall rings >= x
return (M_GotHighEnoughRings(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_MAPALLEMERALDS: // Requires map x to be beaten with all emeralds in possession
return ((mapvisited[cn->requirement - 1] & MV_ALLEMERALDS) == MV_ALLEMERALDS);
case UC_MAPULTIMATE: // Requires map x to be beaten on ultimate
return ((mapvisited[cn->requirement - 1] & MV_ULTIMATE) == MV_ULTIMATE);
case UC_MAPPERFECT: // Requires map x to be beaten with a perfect bonus
return ((mapvisited[cn->requirement - 1] & MV_PERFECT) == MV_PERFECT);
case UC_MAPSCORE: // Requires score on map >= x
return (G_GetBestScore(cn->extrainfo1) >= (unsigned)cn->requirement);
case UC_MAPTIME: // Requires time on map <= x
return (G_GetBestTime(cn->extrainfo1) <= (unsigned)cn->requirement);
case UC_MAPRINGS: // Requires rings on map >= x
return (G_GetBestRings(cn->extrainfo1) >= cn->requirement);
case UC_NIGHTSSCORE:
return (G_GetBestNightsScore(cn->extrainfo1, (UINT8)cn->extrainfo2) >= (unsigned)cn->requirement);
case UC_NIGHTSTIME:
return (G_GetBestNightsTime(cn->extrainfo1, (UINT8)cn->extrainfo2) <= (unsigned)cn->requirement);
case UC_NIGHTSGRADE:
return (G_GetBestNightsGrade(cn->extrainfo1, (UINT8)cn->extrainfo2) >= 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;
if (modifiedgame && !savemoddata)
return false;
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\" emblem!\\"), 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 < 21) && (i < 24 - cechoLines); ++i)
slashed[i] = '\\';
slashed[i] = 0;
strcat(slashed, cechoText);
HU_SetCEchoFlags(V_YELLOWMAP|V_RETURN8);
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);
}
}
// 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_SKIN || emblemlocations[i].collected)
continue;
levelnum = emblemlocations[i].level;
valToReach = emblemlocations[i].var;
switch (emblemlocations[i].type)
{
case ET_SCORE: // Requires score on map >= x
res = (G_GetBestScore(levelnum) >= (unsigned)valToReach);
break;
case ET_TIME: // Requires time on map <= x
res = (G_GetBestTime(levelnum) <= (unsigned)valToReach);
break;
case ET_RINGS: // Requires rings on map >= x
res = (G_GetBestRings(levelnum) >= valToReach);
break;
case ET_NGRADE: // Requires NiGHTS grade on map >= x
res = (G_GetBestNightsGrade(levelnum, 0) >= valToReach);
break;
case ET_NTIME: // Requires NiGHTS time on map <= x
res = (G_GetBestNightsTime(levelnum, 0) <= (unsigned)valToReach);
break;
default: // unreachable but shuts the compiler up.
continue;
}
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
// -------------------
// Quick unlock checks
// -------------------
UINT8 M_AnySecretUnlocked(void)
{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (!unlockables[i].nocecho && unlockables[i].unlocked)
return true;
}
return false;
}
UINT8 M_SecretUnlocked(INT32 type)
{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].type == type && unlockables[i].unlocked)
return true;
}
return false;
}
UINT8 M_MapLocked(INT32 mapnum)
{
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_GotHighEnoughScore(INT32 tscore)
{
INT32 mscore = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i])
continue;
if ((mscore += mainrecords[i]->score) > tscore)
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_RECORDATTACK))
continue;
if (!mainrecords[i] || !mainrecords[i]->time)
return false;
else if ((curtics += mainrecords[i]->time) > tictime)
return false;
}
return true;
}
UINT8 M_GotHighEnoughRings(INT32 trings)
{
INT32 mrings = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i])
continue;
if ((mrings += mainrecords[i]->rings) > trings)
return true;
}
return false;
}
// ----------------
// 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;
}
skincolors_t M_GetEmblemColor(emblem_t *em)
{
if (!em || em->color >= MAXSKINCOLORS)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em)
{
static char pnamebuf[7] = "GOTITn";
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
return pnamebuf;
}
skincolors_t M_GetExtraEmblemColor(extraemblem_t *em)
{
if (!em || em->color >= MAXSKINCOLORS)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em)
{
static char pnamebuf[7] = "GOTITn";
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
return pnamebuf;
}