SRB2/src/m_cond.h
2023-08-07 18:35:20 +00:00

278 lines
9.3 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
// Copyright (C) 2012-2023 by Sonic Team Junior.
//
// 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
#ifndef __M_COND__
#define __M_COND__
#include "doomdef.h"
#include "doomdata.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.
} conditionset_t;
// Emblem information
#define ET_GLOBAL 0 // Emblem with a position in space
#define ET_SKIN 1 // Skin specific emblem with a position in space, var == skin
#define ET_MAP 2 // Beat the map
#define ET_SCORE 3 // Get the score
#define ET_TIME 4 // Get the time
#define ET_RINGS 5 // Get the rings
#define ET_NGRADE 6 // Get the grade
#define ET_NTIME 7 // Get the time (NiGHTS mode)
// Global emblem flags
#define GE_NIGHTSPULL 1 // sun off the nights track - loop it
#define GE_NIGHTSITEM 2 // moon on the nights track - find it
// Map emblem flags
#define ME_ALLEMERALDS 1
#define ME_ULTIMATE 2
#define ME_PERFECT 4
typedef struct
{
UINT8 type; ///< Emblem type
INT16 tag; ///< Tag of emblem mapthing
INT16 level; ///< Level on which this emblem can be found.
UINT8 sprite; ///< emblem sprite to use, 0 - 25
UINT16 color; ///< skincolor to use
INT32 var; ///< If needed, specifies information on the target amount to achieve (or target skin)
char *stringVar; ///< String version
char hint[110]; ///< Hint for emblem hints menu
} 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 showconditionset; ///< Condition set that shows this emblem.
UINT8 sprite; ///< emblem sprite to use, 0 - 25
UINT16 color; ///< skincolor to use
} extraemblem_t;
// Unlockable information
typedef struct
{
char name[64];
char objective[64];
UINT16 height; // menu height
UINT8 conditionset;
UINT8 showconditionset;
INT16 type;
INT16 variable;
char *stringVar;
UINT8 nocecho;
UINT8 nochecklist;
} 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
#define SECRET_SKIN 5 // Unlocks a skin
// 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 48
#define MAXUNLOCKABLES 80
/** Time attack information, currently a very small structure.
*/
typedef struct
{
tic_t time; ///< Time in which the level was finished.
UINT32 score; ///< Score when the level was finished.
UINT16 rings; ///< Rings when the level was finished.
} recorddata_t;
/** Setup for one NiGHTS map.
* These are dynamically allocated because I am insane
*/
#define GRADE_F 0
#define GRADE_E 1
#define GRADE_D 2
#define GRADE_C 3
#define GRADE_B 4
#define GRADE_A 5
#define GRADE_S 6
typedef struct
{
// 8 mares, 1 overall (0)
UINT8 nummares;
UINT32 score[9];
UINT8 grade[9];
tic_t time[9];
} nightsdata_t;
// mapvisited is now a set of flags that says what we've done in the map.
#define MV_VISITED 1
#define MV_BEATEN 2
#define MV_ALLEMERALDS 4
#define MV_ULTIMATE 8
#define MV_PERFECT 16
#define MV_PERFECTRA 32
#define MV_MAX 63 // used in gamedata check, update whenever MV's are added
// Temporary holding place for nights data for the current map
extern nightsdata_t ntemprecords[MAXPLAYERS];
// GAMEDATA STRUCTURE
// Everything that would get saved in gamedata.dat
typedef struct
{
// WHENEVER OR NOT WE'RE READY TO SAVE
boolean loaded;
// CONDITION SETS ACHIEVED
boolean achieved[MAXCONDITIONSETS];
// EMBLEMS COLLECTED
boolean collected[MAXEMBLEMS];
// EXTRA EMBLEMS COLLECTED
boolean extraCollected[MAXEXTRAEMBLEMS];
// UNLOCKABLES UNLOCKED
boolean unlocked[MAXUNLOCKABLES];
// TIME ATTACK DATA
recorddata_t *mainrecords[NUMMAPS];
nightsdata_t *nightsrecords[NUMMAPS];
UINT8 mapvisited[NUMMAPS];
// # OF TIMES THE GAME HAS BEEN BEATEN
UINT32 timesBeaten;
UINT32 timesBeatenWithEmeralds;
UINT32 timesBeatenUltimate;
// PLAY TIME
UINT32 totalplaytime;
} gamedata_t;
extern gamedata_t *clientGamedata;
extern gamedata_t *serverGamedata;
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;
gamedata_t *M_NewGameDataStruct(void);
void M_CopyGameData(gamedata_t *dest, gamedata_t *src);
// Condition set setup
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(gamedata_t *data);
// Updating conditions and unlockables
void M_CheckUnlockConditions(gamedata_t *data);
UINT8 M_UpdateUnlockablesAndExtraEmblems(gamedata_t *data);
void M_SilentUpdateUnlockablesAndEmblems(gamedata_t *data);
UINT8 M_CheckLevelEmblems(gamedata_t *data);
UINT8 M_CompletionEmblems(gamedata_t *data);
void M_SilentUpdateSkinAvailabilites(void);
// Checking unlockable status
UINT8 M_AnySecretUnlocked(gamedata_t *data);
UINT8 M_SecretUnlocked(INT32 type, gamedata_t *data);
UINT8 M_MapLocked(INT32 mapnum, gamedata_t *data);
UINT8 M_CampaignWarpIsCheat(INT32 gt, INT32 mapnum, gamedata_t *data);
INT32 M_CountEmblems(gamedata_t *data);
// Emblem shit
emblem_t *M_GetLevelEmblems(INT32 mapnum);
skincolornum_t M_GetEmblemColor(emblem_t *em);
const char *M_GetEmblemPatch(emblem_t *em, boolean big);
skincolornum_t M_GetExtraEmblemColor(extraemblem_t *em);
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big);
// 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, gamedata_t *data);
UINT8 M_GotHighEnoughScore(INT32 tscore, gamedata_t *data);
UINT8 M_GotLowEnoughTime(INT32 tictime, gamedata_t *data);
UINT8 M_GotHighEnoughRings(INT32 trings, gamedata_t *data);
INT32 M_UnlockableSkinNum(unlockable_t *unlock);
INT32 M_EmblemSkinNum(emblem_t *emblem);
#define M_Achieved(a, data) ((a) >= MAXCONDITIONSETS || data->achieved[a])
#endif