2014-03-15 16:59:03 +00:00
|
|
|
// SONIC ROBO BLAST 2
|
|
|
|
//-----------------------------------------------------------------------------
|
2016-05-18 00:42:11 +00:00
|
|
|
// Copyright (C) 2012-2016 by Matthew "Inuyasha" Walsh.
|
2018-11-25 12:35:38 +00:00
|
|
|
// Copyright (C) 2012-2018 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.h
|
|
|
|
/// \brief Unlockable condition system for SRB2 version 2.1
|
|
|
|
|
|
|
|
#include "doomdef.h"
|
|
|
|
|
|
|
|
// --------
|
|
|
|
// Typedefs
|
|
|
|
// --------
|
|
|
|
|
|
|
|
// DEHackEd structure for each is listed after the condition type
|
|
|
|
// [required] <optional>
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
UC_PLAYTIME, // PLAYTIME [tics]
|
|
|
|
UC_GAMECLEAR, // GAMECLEAR <x times>
|
|
|
|
UC_ALLEMERALDS, // ALLEMERALDS <x times>
|
|
|
|
UC_ULTIMATECLEAR, // ULTIMATECLEAR <x times>
|
|
|
|
UC_OVERALLSCORE, // OVERALLSCORE [score to beat]
|
|
|
|
UC_OVERALLTIME, // OVERALLTIME [time to beat, tics]
|
|
|
|
UC_OVERALLRINGS, // OVERALLRINGS [rings to beat]
|
|
|
|
UC_MAPVISITED, // MAPVISITED [map number]
|
|
|
|
UC_MAPBEATEN, // MAPBEATEN [map number]
|
|
|
|
UC_MAPALLEMERALDS, // MAPALLEMERALDS [map number]
|
|
|
|
UC_MAPULTIMATE, // MAPULTIMATE [map number]
|
|
|
|
UC_MAPPERFECT, // MAPPERFECT [map number]
|
|
|
|
UC_MAPSCORE, // MAPSCORE [map number] [score to beat]
|
|
|
|
UC_MAPTIME, // MAPTIME [map number] [time to beat, tics]
|
|
|
|
UC_MAPRINGS, // MAPRINGS [map number] [rings to beat]
|
|
|
|
UC_NIGHTSSCORE, // NIGHTSSCORE [map number] <mare, omit or "0" for overall> [score to beat]
|
|
|
|
UC_NIGHTSTIME, // NIGHTSTIME [map number] <mare, omit "0" overall> [time to beat, tics]
|
|
|
|
UC_NIGHTSGRADE, // NIGHTSGRADE [map number] <mare, omit "0" overall> [grade]
|
|
|
|
UC_TRIGGER, // TRIGGER [trigger number]
|
|
|
|
UC_TOTALEMBLEMS, // TOTALEMBLEMS [number of emblems]
|
|
|
|
UC_EMBLEM, // EMBLEM [emblem number]
|
|
|
|
UC_EXTRAEMBLEM, // EXTRAEMBLEM [extra emblem number]
|
|
|
|
UC_CONDITIONSET, // CONDITIONSET [condition set number]
|
|
|
|
} conditiontype_t;
|
|
|
|
|
|
|
|
// Condition Set information
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
UINT32 id; /// <- The ID of this condition.
|
|
|
|
/// In an unlock condition, all conditions with the same ID
|
|
|
|
/// must be true to fulfill the unlockable requirements.
|
|
|
|
/// Only one ID set needs to be true, however.
|
|
|
|
conditiontype_t type;/// <- The type of condition
|
|
|
|
INT32 requirement; /// <- The requirement for this variable.
|
|
|
|
INT16 extrainfo1; /// <- Extra information for the condition when needed.
|
|
|
|
INT16 extrainfo2; /// <- Extra information for the condition when needed.
|
|
|
|
} condition_t;
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
UINT32 numconditions; /// <- number of conditions.
|
|
|
|
condition_t *condition; /// <- All conditionals to be checked.
|
|
|
|
UINT8 achieved; /// <- Whether this conditional has been achieved already or not.
|
|
|
|
/// (Conditional checking is skipped if true -- it's assumed you can't relock an unlockable)
|
|
|
|
} conditionset_t;
|
|
|
|
|
|
|
|
// Emblem information
|
|
|
|
#define ET_GLOBAL 0 // Global map emblem, var == color
|
|
|
|
#define ET_SKIN 1 // Skin specific emblem, var == skin
|
|
|
|
#define ET_SCORE 2
|
|
|
|
#define ET_TIME 3
|
|
|
|
#define ET_RINGS 4
|
|
|
|
#define ET_NGRADE 5
|
|
|
|
#define ET_NTIME 6
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
UINT8 type; ///< Emblem type
|
|
|
|
INT16 x; ///< X coordinate.
|
|
|
|
INT16 y; ///< Y coordinate.
|
|
|
|
INT16 z; ///< Z coordinate.
|
|
|
|
INT16 level; ///< Level on which this emblem can be found.
|
|
|
|
UINT8 sprite; ///< emblem sprite to use, 0 - 25
|
|
|
|
UINT8 color; ///< skincolor to use
|
|
|
|
INT32 var; ///< If needed, specifies information on the target amount to achieve (or target skin)
|
|
|
|
char hint[110]; ///< Hint for emblem hints menu
|
|
|
|
UINT8 collected; ///< Do you have this emblem?
|
|
|
|
} emblem_t;
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
char name[20]; ///< Name of the goal (used in the "emblem awarded" cecho)
|
|
|
|
char description[40];///< Description of goal (used in statistics)
|
|
|
|
UINT8 conditionset; ///< Condition set that awards this emblem.
|
|
|
|
UINT8 sprite; ///< emblem sprite to use, 0 - 25
|
|
|
|
UINT8 color; ///< skincolor to use
|
|
|
|
UINT8 collected; ///< Do you have this emblem?
|
|
|
|
} extraemblem_t;
|
|
|
|
|
|
|
|
// Unlockable information
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
char objective[64];
|
|
|
|
UINT16 height; // menu height
|
|
|
|
UINT8 conditionset;
|
|
|
|
INT16 type;
|
|
|
|
INT16 variable;
|
|
|
|
UINT8 nocecho;
|
|
|
|
UINT8 nochecklist;
|
|
|
|
UINT8 unlocked;
|
|
|
|
} unlockable_t;
|
|
|
|
|
|
|
|
#define SECRET_NONE -6 // Does nil. Use with levels locked by UnlockRequired
|
|
|
|
#define SECRET_ITEMFINDER -5 // Enables Item Finder/Emblem Radar
|
|
|
|
#define SECRET_EMBLEMHINTS -4 // Enables Emblem Hints
|
|
|
|
#define SECRET_PANDORA -3 // Enables Pandora's Box
|
|
|
|
#define SECRET_RECORDATTACK -2 // Enables Record Attack on the main menu
|
|
|
|
#define SECRET_NIGHTSMODE -1 // Enables NiGHTS Mode on the main menu
|
|
|
|
#define SECRET_HEADER 0 // Does nothing on its own, just serves as a header for the menu
|
|
|
|
#define SECRET_LEVELSELECT 1 // Selectable level select
|
|
|
|
#define SECRET_WARP 2 // Selectable warp
|
|
|
|
#define SECRET_SOUNDTEST 3 // Sound Test
|
|
|
|
#define SECRET_CREDITS 4 // Enables Credits
|
|
|
|
|
|
|
|
// If you have more secrets than these variables allow in your game,
|
|
|
|
// you seriously need to get a life.
|
|
|
|
#define MAXCONDITIONSETS 128
|
|
|
|
#define MAXEMBLEMS 512
|
|
|
|
#define MAXEXTRAEMBLEMS 16
|
|
|
|
#define MAXUNLOCKABLES 32
|
|
|
|
|
|
|
|
extern conditionset_t conditionSets[MAXCONDITIONSETS];
|
|
|
|
extern emblem_t emblemlocations[MAXEMBLEMS];
|
|
|
|
extern extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
|
|
|
|
extern unlockable_t unlockables[MAXUNLOCKABLES];
|
|
|
|
|
|
|
|
extern INT32 numemblems;
|
|
|
|
extern INT32 numextraemblems;
|
|
|
|
|
|
|
|
extern UINT32 unlocktriggers;
|
|
|
|
|
|
|
|
// Condition Set Setup
|
|
|
|
void M_SetupDefaultConditionSets(void);
|
|
|
|
void M_AddRawCondition(UINT8 set, UINT8 id, conditiontype_t c, INT32 r, INT16 x1, INT16 x2);
|
|
|
|
|
|
|
|
// Clearing secrets
|
|
|
|
void M_ClearConditionSet(UINT8 set);
|
|
|
|
void M_ClearSecrets(void);
|
|
|
|
|
|
|
|
// Updating conditions and unlockables
|
|
|
|
void M_CheckUnlockConditions(void);
|
|
|
|
UINT8 M_UpdateUnlockablesAndExtraEmblems(void);
|
|
|
|
void M_SilentUpdateUnlockablesAndEmblems(void);
|
|
|
|
UINT8 M_CheckLevelEmblems(void);
|
|
|
|
|
|
|
|
// Checking unlockable status
|
|
|
|
UINT8 M_AnySecretUnlocked(void);
|
|
|
|
UINT8 M_SecretUnlocked(INT32 type);
|
|
|
|
UINT8 M_MapLocked(INT32 mapnum);
|
|
|
|
INT32 M_CountEmblems(void);
|
|
|
|
|
|
|
|
// Emblem shit
|
|
|
|
emblem_t *M_GetLevelEmblems(INT32 mapnum);
|
|
|
|
skincolors_t M_GetEmblemColor(emblem_t *em);
|
|
|
|
const char *M_GetEmblemPatch(emblem_t *em);
|
|
|
|
skincolors_t M_GetExtraEmblemColor(extraemblem_t *em);
|
|
|
|
const char *M_GetExtraEmblemPatch(extraemblem_t *em);
|
|
|
|
|
|
|
|
// If you're looking to compare stats for unlocks or what not, use these
|
|
|
|
// They stop checking upon reaching the target number so they
|
|
|
|
// should be (theoretically?) slightly faster.
|
|
|
|
UINT8 M_GotEnoughEmblems(INT32 number);
|
|
|
|
UINT8 M_GotHighEnoughScore(INT32 tscore);
|
|
|
|
UINT8 M_GotLowEnoughTime(INT32 tictime);
|
|
|
|
UINT8 M_GotHighEnoughRings(INT32 trings);
|
|
|
|
|
|
|
|
#define M_Achieved(a) ((a) >= MAXCONDITIONSETS || conditionSets[a].achieved)
|