SRB2/src/m_cond.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
// Copyright (C) 2012-2024 by Sonic Team Junior.
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//
// 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
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#include "r_draw.h" // R_GetColorByName
gamedata_t *clientGamedata; // Our gamedata
gamedata_t *serverGamedata; // Server's gamedata
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// 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];
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// Extra emblems
extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
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// Unlockables
unlockable_t unlockables[MAXUNLOCKABLES];
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// Number of emblems and extra emblems
INT32 numemblems = 0;
INT32 numextraemblems = 0;
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// Temporary holding place for nights data for the current map
nightsdata_t ntemprecords[MAXPLAYERS];
// Create a new gamedata_t, for start-up
gamedata_t *M_NewGameDataStruct(void)
{
gamedata_t *data = Z_Calloc(sizeof (*data), PU_STATIC, NULL);
M_ClearSecrets(data);
G_ClearRecords(data);
return data;
}
void M_CopyGameData(gamedata_t *dest, gamedata_t *src)
{
INT32 i, j;
M_ClearSecrets(dest);
G_ClearRecords(dest);
dest->loaded = src->loaded;
dest->totalplaytime = src->totalplaytime;
dest->timesBeaten = src->timesBeaten;
dest->timesBeatenWithEmeralds = src->timesBeatenWithEmeralds;
dest->timesBeatenUltimate = src->timesBeatenUltimate;
memcpy(dest->achieved, src->achieved, sizeof(dest->achieved));
memcpy(dest->collected, src->collected, sizeof(dest->collected));
memcpy(dest->extraCollected, src->extraCollected, sizeof(dest->extraCollected));
memcpy(dest->unlocked, src->unlocked, sizeof(dest->unlocked));
memcpy(dest->mapvisited, src->mapvisited, sizeof(dest->mapvisited));
// Main records
for (i = 0; i < NUMMAPS; ++i)
{
if (!src->mainrecords[i])
continue;
G_AllocMainRecordData((INT16)i, dest);
dest->mainrecords[i]->score = src->mainrecords[i]->score;
dest->mainrecords[i]->time = src->mainrecords[i]->time;
dest->mainrecords[i]->rings = src->mainrecords[i]->rings;
}
// Nights records
for (i = 0; i < NUMMAPS; ++i)
{
if (!src->nightsrecords[i] || !src->nightsrecords[i]->nummares)
continue;
G_AllocNightsRecordData((INT16)i, dest);
for (j = 0; j < (src->nightsrecords[i]->nummares + 1); j++)
{
dest->nightsrecords[i]->score[j] = src->nightsrecords[i]->score[j];
dest->nightsrecords[i]->grade[j] = src->nightsrecords[i]->grade[j];
dest->nightsrecords[i]->time[j] = src->nightsrecords[i]->time[j];
}
dest->nightsrecords[i]->nummares = src->nightsrecords[i]->nummares;
}
}
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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 < MAXCONDITIONSETS);
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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;
}
clientGamedata->achieved[set - 1] = serverGamedata->achieved[set - 1] = false;
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}
// Clear ALL secrets.
void M_ClearSecrets(gamedata_t *data)
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{
INT32 i;
memset(data->mapvisited, 0, sizeof(data->mapvisited));
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for (i = 0; i < MAXEMBLEMS; ++i)
data->collected[i] = false;
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for (i = 0; i < MAXEXTRAEMBLEMS; ++i)
data->extraCollected[i] = false;
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for (i = 0; i < MAXUNLOCKABLES; ++i)
data->unlocked[i] = false;
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for (i = 0; i < MAXCONDITIONSETS; ++i)
data->achieved[i] = false;
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data->timesBeaten = data->timesBeatenWithEmeralds = data->timesBeatenUltimate = 0;
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// Re-unlock any always unlocked things
M_SilentUpdateUnlockablesAndEmblems(data);
M_SilentUpdateSkinAvailabilites();
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}
// ----------------------
// Condition set checking
// ----------------------
static UINT8 M_CheckCondition(condition_t *cn, gamedata_t *data)
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{
switch (cn->type)
{
case UC_PLAYTIME: // Requires total playing time >= x
return (data->totalplaytime >= (unsigned)cn->requirement);
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case UC_GAMECLEAR: // Requires game beaten >= x times
return (data->timesBeaten >= (unsigned)cn->requirement);
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case UC_ALLEMERALDS: // Requires game beaten with all 7 emeralds >= x times
return (data->timesBeatenWithEmeralds >= (unsigned)cn->requirement);
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case UC_ULTIMATECLEAR: // Requires game beaten on ultimate >= x times (in other words, never)
return (data->timesBeatenUltimate >= (unsigned)cn->requirement);
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case UC_OVERALLSCORE: // Requires overall score >= x
return (M_GotHighEnoughScore(cn->requirement, data));
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case UC_OVERALLTIME: // Requires overall time <= x
return (M_GotLowEnoughTime(cn->requirement, data));
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case UC_OVERALLRINGS: // Requires overall rings >= x
return (M_GotHighEnoughRings(cn->requirement, data));
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case UC_MAPVISITED: // Requires map x to be visited
return ((data->mapvisited[cn->requirement - 1] & MV_VISITED) == MV_VISITED);
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case UC_MAPBEATEN: // Requires map x to be beaten
return ((data->mapvisited[cn->requirement - 1] & MV_BEATEN) == MV_BEATEN);
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case UC_MAPALLEMERALDS: // Requires map x to be beaten with all emeralds in possession
return ((data->mapvisited[cn->requirement - 1] & MV_ALLEMERALDS) == MV_ALLEMERALDS);
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case UC_MAPULTIMATE: // Requires map x to be beaten on ultimate
return ((data->mapvisited[cn->requirement - 1] & MV_ULTIMATE) == MV_ULTIMATE);
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case UC_MAPPERFECT: // Requires map x to be beaten with a perfect bonus
return ((data->mapvisited[cn->requirement - 1] & MV_PERFECT) == MV_PERFECT);
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case UC_MAPSCORE: // Requires score on map >= x
return (G_GetBestScore(cn->extrainfo1, data) >= (unsigned)cn->requirement);
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case UC_MAPTIME: // Requires time on map <= x
return (G_GetBestTime(cn->extrainfo1, data) <= (unsigned)cn->requirement);
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case UC_MAPRINGS: // Requires rings on map >= x
return (G_GetBestRings(cn->extrainfo1, data) >= cn->requirement);
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case UC_NIGHTSSCORE:
return (G_GetBestNightsScore(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= (unsigned)cn->requirement);
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case UC_NIGHTSTIME:
return (G_GetBestNightsTime(cn->extrainfo1, (UINT8)cn->extrainfo2, data) <= (unsigned)cn->requirement);
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case UC_NIGHTSGRADE:
return (G_GetBestNightsGrade(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= cn->requirement);
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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, data));
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case UC_EMBLEM: // Requires emblem x to be obtained
return data->collected[cn->requirement-1];
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case UC_EXTRAEMBLEM: // Requires extra emblem x to be obtained
return data->extraCollected[cn->requirement-1];
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case UC_CONDITIONSET: // requires condition set x to already be achieved
return M_Achieved(cn->requirement-1, data);
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}
return false;
}
static UINT8 M_CheckConditionSet(conditionset_t *c, gamedata_t *data)
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{
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, data);
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}
return achievedSoFar;
}
void M_CheckUnlockConditions(gamedata_t *data)
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{
INT32 i;
conditionset_t *c;
for (i = 0; i < MAXCONDITIONSETS; ++i)
{
c = &conditionSets[i];
if (!c->numconditions || data->achieved[i])
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continue;
data->achieved[i] = (M_CheckConditionSet(c, data));
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}
}
UINT8 M_UpdateUnlockablesAndExtraEmblems(gamedata_t *data)
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{
INT32 i;
char cechoText[992] = "";
UINT8 cechoLines = 0;
M_CheckUnlockConditions(data);
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// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (data->extraCollected[i] || !extraemblems[i].conditionset)
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continue;
if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != false)
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{
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(data);
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// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (data->unlocked[i] || !unlockables[i].conditionset)
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continue;
if ((data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data)) != false)
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{
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)
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slashed[i] = '\\';
slashed[i] = 0;
strcat(slashed, cechoText);
HU_SetCEchoFlags(V_YELLOWMAP|V_RETURN8);
HU_SetCEchoDuration(6);
HU_DoCEcho(slashed);
return true;
}
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return false;
}
// Used when loading gamedata to make sure all unlocks are synched with conditions
void M_SilentUpdateUnlockablesAndEmblems(gamedata_t *data)
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{
INT32 i;
boolean checkAgain = false;
// Just in case they aren't to sync
M_CheckUnlockConditions(data);
M_CheckLevelEmblems(data);
M_CompletionEmblems(data);
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// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (data->extraCollected[i] || !extraemblems[i].conditionset)
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continue;
if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != false)
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checkAgain = true;
}
// check again if extra emblems unlocked, blah blah, etc
if (checkAgain)
M_CheckUnlockConditions(data);
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// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (data->unlocked[i] || !unlockables[i].conditionset)
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continue;
data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data);
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}
}
void M_SilentUpdateSkinAvailabilites(void)
{
players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p
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}
// Emblem unlocking shit
UINT8 M_CheckLevelEmblems(gamedata_t *data)
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{
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].type == ET_MAP || data->collected[i])
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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, data) >= (unsigned)valToReach);
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break;
case ET_TIME: // Requires time on map <= x
res = (G_GetBestTime(levelnum, data) <= (unsigned)valToReach);
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break;
case ET_RINGS: // Requires rings on map >= x
res = (G_GetBestRings(levelnum, data) >= valToReach);
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break;
case ET_NGRADE: // Requires NiGHTS grade on map >= x
res = (G_GetBestNightsGrade(levelnum, 0, data) >= valToReach);
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break;
case ET_NTIME: // Requires NiGHTS time on map <= x
res = (G_GetBestNightsTime(levelnum, 0, data) <= (unsigned)valToReach);
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break;
default: // unreachable but shuts the compiler up.
continue;
}
data->collected[i] = res;
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if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
UINT8 M_CompletionEmblems(gamedata_t *data) // 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 || data->collected[i])
continue;
levelnum = emblemlocations[i].level;
embtype = emblemlocations[i].var;
flags = MV_BEATEN;
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if (embtype & ME_ALLEMERALDS)
flags |= MV_ALLEMERALDS;
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if (embtype & ME_ULTIMATE)
flags |= MV_ULTIMATE;
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if (embtype & ME_PERFECT)
flags |= MV_PERFECT;
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res = ((data->mapvisited[levelnum - 1] & flags) == flags);
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data->collected[i] = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
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// -------------------
// Quick unlock checks
// -------------------
UINT8 M_AnySecretUnlocked(gamedata_t *data)
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{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (!unlockables[i].nocecho && data->unlocked[i])
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return true;
}
return false;
}
UINT8 M_SecretUnlocked(INT32 type, gamedata_t *data)
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{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].type == type && data->unlocked[i])
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return true;
}
return false;
}
UINT8 M_MapLocked(INT32 mapnum, gamedata_t *data)
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{
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if (dedicated)
{
// If you're in a dedicated server, every level is unlocked.
// Yes, technically this means you can view any level by
// running a dedicated server and joining it yourself, but
// that's better than making dedicated server's lives hell.
return false;
}
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if (cv_debug || devparm)
return false; // Unlock every level when in devmode.
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if (!mapheaderinfo[mapnum-1] || mapheaderinfo[mapnum-1]->unlockrequired < 0)
{
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return false;
}
if (!data->unlocked[mapheaderinfo[mapnum-1]->unlockrequired])
{
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return true;
}
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return false;
}
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UINT8 M_CampaignWarpIsCheat(INT32 gt, INT32 mapnum, gamedata_t *data)
{
if (dedicated)
{
// See M_MapLocked; don't make dedicated servers annoying.
return false;
}
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if (M_MapLocked(mapnum, data) == true)
{
// Warping to locked maps is definitely always a cheat
return true;
}
if ((gametypedefaultrules[gt] & GTR_CAMPAIGN) == 0)
{
// Not a campaign, do whatever you want.
return false;
}
if (G_IsSpecialStage(mapnum))
{
// Warping to special stages is a cheat
return true;
}
if (!mapheaderinfo[mapnum-1] || mapheaderinfo[mapnum-1]->menuflags & LF2_HIDEINMENU)
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{
// You're never allowed to warp to this level.
return true;
}
if (mapheaderinfo[mapnum-1]->menuflags & LF2_NOVISITNEEDED)
{
// You're always allowed to warp to this level.
return false;
}
if (mapnum == spstage_start)
{
// Warping to the first level is never a cheat
return false;
}
// It's only a cheat if you've never been there.
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return (!(data->mapvisited[mapnum-1]));
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}
INT32 M_CountEmblems(gamedata_t *data)
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{
INT32 found = 0, i;
for (i = 0; i < numemblems; ++i)
{
if (data->collected[i])
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found++;
}
for (i = 0; i < numextraemblems; ++i)
{
if (data->extraCollected[i])
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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, gamedata_t *data)
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{
INT32 i, gottenemblems = 0;
for (i = 0; i < numemblems; ++i)
{
if (data->collected[i])
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if (++gottenemblems >= number) return true;
}
for (i = 0; i < numextraemblems; ++i)
{
if (data->extraCollected[i])
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if (++gottenemblems >= number) return true;
}
return false;
}
UINT8 M_GotHighEnoughScore(INT32 tscore, gamedata_t *data)
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{
INT32 mscore = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!data->mainrecords[i])
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continue;
if ((mscore += data->mainrecords[i]->score) > tscore)
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return true;
}
return false;
}
UINT8 M_GotLowEnoughTime(INT32 tictime, gamedata_t *data)
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{
INT32 curtics = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!data->mainrecords[i] || !data->mainrecords[i]->time)
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return false;
else if ((curtics += data->mainrecords[i]->time) > tictime)
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return false;
}
return true;
}
UINT8 M_GotHighEnoughRings(INT32 trings, gamedata_t *data)
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{
INT32 mrings = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!data->mainrecords[i])
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continue;
if ((mrings += data->mainrecords[i]->rings) > trings)
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return true;
}
return false;
}
// Gets the skin number for a SECRET_SKIN unlockable.
INT32 M_UnlockableSkinNum(unlockable_t *unlock)
{
if (unlock->type != SECRET_SKIN)
{
// This isn't a skin unlockable...
return -1;
}
if (unlock->stringVar && strcmp(unlock->stringVar, ""))
{
// Get the skin from the string.
INT32 skinnum = R_SkinAvailable(unlock->stringVar);
if (skinnum != -1)
{
return skinnum;
}
}
if (unlock->variable >= 0 && unlock->variable < numskins)
{
// Use the number directly.
return unlock->variable;
}
// Invalid skin unlockable.
return -1;
}
// Gets the skin number for a ET_SKIN emblem.
INT32 M_EmblemSkinNum(emblem_t *emblem)
{
if (emblem->type != ET_SKIN)
{
// This isn't a skin emblem...
return -1;
}
if (emblem->stringVar && strcmp(emblem->stringVar, ""))
{
// Get the skin from the string.
INT32 skinnum = R_SkinAvailable(emblem->stringVar);
if (skinnum != -1)
{
return skinnum;
}
}
if (emblem->var >= 0 && emblem->var < numskins)
{
// Use the number directly.
return emblem->var;
}
// Invalid skin emblem.
return -1;
}
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// ----------------
// 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;
}
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skincolornum_t M_GetEmblemColor(emblem_t *em)
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{
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if (!em || em->color >= numskincolors)
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return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em, boolean big)
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{
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
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I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
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return pnamebuf;
}
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skincolornum_t M_GetExtraEmblemColor(extraemblem_t *em)
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{
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if (!em || em->color >= numskincolors)
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return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big)
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{
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
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I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
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return pnamebuf;
}