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770 lines
19 KiB
C
770 lines
19 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
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// Copyright (C) 2012-2024 by Sonic Team Junior.
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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.c
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/// \brief Unlockable condition system for SRB2 version 2.1
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#include "m_cond.h"
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#include "doomstat.h"
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#include "z_zone.h"
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#include "hu_stuff.h" // CEcho
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#include "v_video.h" // video flags
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#include "g_game.h" // record info
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#include "r_skins.h" // numskins
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#include "r_draw.h" // R_GetColorByName
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gamedata_t *clientGamedata; // Our gamedata
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gamedata_t *serverGamedata; // Server's gamedata
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// Map triggers for linedef executors
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// 32 triggers, one bit each
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UINT32 unlocktriggers;
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// The meat of this system lies in condition sets
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conditionset_t conditionSets[MAXCONDITIONSETS];
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// Emblem locations
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emblem_t emblemlocations[MAXEMBLEMS];
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// Extra emblems
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extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
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// Unlockables
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unlockable_t unlockables[MAXUNLOCKABLES];
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// Number of emblems and extra emblems
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INT32 numemblems = 0;
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INT32 numextraemblems = 0;
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// Temporary holding place for nights data for the current map
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nightsdata_t ntemprecords[MAXPLAYERS];
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// Create a new gamedata_t, for start-up
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gamedata_t *M_NewGameDataStruct(void)
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{
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gamedata_t *data = Z_Calloc(sizeof (*data), PU_STATIC, NULL);
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M_ClearSecrets(data);
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G_ClearRecords(data);
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return data;
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}
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void M_CopyGameData(gamedata_t *dest, gamedata_t *src)
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{
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INT32 i, j;
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M_ClearSecrets(dest);
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G_ClearRecords(dest);
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dest->loaded = src->loaded;
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dest->totalplaytime = src->totalplaytime;
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dest->timesBeaten = src->timesBeaten;
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dest->timesBeatenWithEmeralds = src->timesBeatenWithEmeralds;
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dest->timesBeatenUltimate = src->timesBeatenUltimate;
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memcpy(dest->achieved, src->achieved, sizeof(dest->achieved));
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memcpy(dest->collected, src->collected, sizeof(dest->collected));
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memcpy(dest->extraCollected, src->extraCollected, sizeof(dest->extraCollected));
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memcpy(dest->unlocked, src->unlocked, sizeof(dest->unlocked));
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memcpy(dest->mapvisited, src->mapvisited, sizeof(dest->mapvisited));
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// Main records
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for (i = 0; i < NUMMAPS; ++i)
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{
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if (!src->mainrecords[i])
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continue;
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G_AllocMainRecordData((INT16)i, dest);
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dest->mainrecords[i]->score = src->mainrecords[i]->score;
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dest->mainrecords[i]->time = src->mainrecords[i]->time;
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dest->mainrecords[i]->rings = src->mainrecords[i]->rings;
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}
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// Nights records
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for (i = 0; i < NUMMAPS; ++i)
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{
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if (!src->nightsrecords[i] || !src->nightsrecords[i]->nummares)
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continue;
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G_AllocNightsRecordData((INT16)i, dest);
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for (j = 0; j < (src->nightsrecords[i]->nummares + 1); j++)
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{
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dest->nightsrecords[i]->score[j] = src->nightsrecords[i]->score[j];
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dest->nightsrecords[i]->grade[j] = src->nightsrecords[i]->grade[j];
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dest->nightsrecords[i]->time[j] = src->nightsrecords[i]->time[j];
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}
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dest->nightsrecords[i]->nummares = src->nightsrecords[i]->nummares;
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}
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}
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void M_AddRawCondition(UINT8 set, UINT8 id, conditiontype_t c, INT32 r, INT16 x1, INT16 x2)
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{
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condition_t *cond;
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UINT32 num, wnum;
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I_Assert(set < MAXCONDITIONSETS);
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wnum = conditionSets[set - 1].numconditions;
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num = ++conditionSets[set - 1].numconditions;
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conditionSets[set - 1].condition = Z_Realloc(conditionSets[set - 1].condition, sizeof(condition_t)*num, PU_STATIC, 0);
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cond = conditionSets[set - 1].condition;
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cond[wnum].id = id;
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cond[wnum].type = c;
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cond[wnum].requirement = r;
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cond[wnum].extrainfo1 = x1;
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cond[wnum].extrainfo2 = x2;
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}
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void M_ClearConditionSet(UINT8 set)
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{
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if (conditionSets[set - 1].numconditions)
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{
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Z_Free(conditionSets[set - 1].condition);
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conditionSets[set - 1].condition = NULL;
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conditionSets[set - 1].numconditions = 0;
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}
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clientGamedata->achieved[set - 1] = serverGamedata->achieved[set - 1] = false;
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}
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// Clear ALL secrets.
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void M_ClearSecrets(gamedata_t *data)
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{
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INT32 i;
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memset(data->mapvisited, 0, sizeof(data->mapvisited));
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for (i = 0; i < MAXEMBLEMS; ++i)
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data->collected[i] = false;
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for (i = 0; i < MAXEXTRAEMBLEMS; ++i)
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data->extraCollected[i] = false;
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for (i = 0; i < MAXUNLOCKABLES; ++i)
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data->unlocked[i] = false;
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for (i = 0; i < MAXCONDITIONSETS; ++i)
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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
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M_SilentUpdateUnlockablesAndEmblems(data);
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M_SilentUpdateSkinAvailabilites();
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}
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// ----------------------
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// Condition set checking
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// ----------------------
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static UINT8 M_CheckCondition(condition_t *cn, gamedata_t *data)
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{
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switch (cn->type)
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{
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case UC_PLAYTIME: // Requires total playing time >= x
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return (data->totalplaytime >= (unsigned)cn->requirement);
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case UC_GAMECLEAR: // Requires game beaten >= x times
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return (data->timesBeaten >= (unsigned)cn->requirement);
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case UC_ALLEMERALDS: // Requires game beaten with all 7 emeralds >= x times
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return (data->timesBeatenWithEmeralds >= (unsigned)cn->requirement);
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case UC_ULTIMATECLEAR: // Requires game beaten on ultimate >= x times (in other words, never)
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return (data->timesBeatenUltimate >= (unsigned)cn->requirement);
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case UC_OVERALLSCORE: // Requires overall score >= x
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return (M_GotHighEnoughScore(cn->requirement, data));
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case UC_OVERALLTIME: // Requires overall time <= x
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return (M_GotLowEnoughTime(cn->requirement, data));
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case UC_OVERALLRINGS: // Requires overall rings >= x
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return (M_GotHighEnoughRings(cn->requirement, data));
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case UC_MAPVISITED: // Requires map x to be visited
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return ((data->mapvisited[cn->requirement - 1] & MV_VISITED) == MV_VISITED);
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case UC_MAPBEATEN: // Requires map x to be beaten
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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
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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
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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
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return ((data->mapvisited[cn->requirement - 1] & MV_PERFECT) == MV_PERFECT);
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case UC_MAPSCORE: // Requires score on map >= x
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return (G_GetBestScore(cn->extrainfo1, data) >= (unsigned)cn->requirement);
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case UC_MAPTIME: // Requires time on map <= x
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return (G_GetBestTime(cn->extrainfo1, data) <= (unsigned)cn->requirement);
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case UC_MAPRINGS: // Requires rings on map >= x
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return (G_GetBestRings(cn->extrainfo1, data) >= cn->requirement);
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case UC_NIGHTSSCORE:
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return (G_GetBestNightsScore(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= (unsigned)cn->requirement);
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case UC_NIGHTSTIME:
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return (G_GetBestNightsTime(cn->extrainfo1, (UINT8)cn->extrainfo2, data) <= (unsigned)cn->requirement);
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case UC_NIGHTSGRADE:
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return (G_GetBestNightsGrade(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= cn->requirement);
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case UC_TRIGGER: // requires map trigger set
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return !!(unlocktriggers & (1 << cn->requirement));
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case UC_TOTALEMBLEMS: // Requires number of emblems >= x
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return (M_GotEnoughEmblems(cn->requirement, data));
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case UC_EMBLEM: // Requires emblem x to be obtained
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return data->collected[cn->requirement-1];
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case UC_EXTRAEMBLEM: // Requires extra emblem x to be obtained
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return data->extraCollected[cn->requirement-1];
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case UC_CONDITIONSET: // requires condition set x to already be achieved
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return M_Achieved(cn->requirement-1, data);
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}
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return false;
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}
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static UINT8 M_CheckConditionSet(conditionset_t *c, gamedata_t *data)
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{
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UINT32 i;
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UINT32 lastID = 0;
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condition_t *cn;
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UINT8 achievedSoFar = true;
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for (i = 0; i < c->numconditions; ++i)
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{
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cn = &c->condition[i];
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// If the ID is changed and all previous statements of the same ID were true
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// then this condition has been successfully achieved
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if (lastID && lastID != cn->id && achievedSoFar)
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return true;
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// Skip future conditions with the same ID if one fails, for obvious reasons
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else if (lastID && lastID == cn->id && !achievedSoFar)
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continue;
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lastID = cn->id;
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achievedSoFar = M_CheckCondition(cn, data);
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}
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return achievedSoFar;
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}
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void M_CheckUnlockConditions(gamedata_t *data)
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{
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INT32 i;
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conditionset_t *c;
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for (i = 0; i < MAXCONDITIONSETS; ++i)
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{
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c = &conditionSets[i];
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if (!c->numconditions || data->achieved[i])
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continue;
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data->achieved[i] = (M_CheckConditionSet(c, data));
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}
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}
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UINT8 M_UpdateUnlockablesAndExtraEmblems(gamedata_t *data)
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{
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INT32 i;
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char cechoText[992] = "";
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UINT8 cechoLines = 0;
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M_CheckUnlockConditions(data);
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// Go through extra emblems
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for (i = 0; i < numextraemblems; ++i)
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{
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if (data->extraCollected[i] || !extraemblems[i].conditionset)
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continue;
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if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != false)
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{
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strcat(cechoText, va(M_GetText("Got \"%s\" emblem!\\"), extraemblems[i].name));
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++cechoLines;
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}
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}
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// Fun part: if any of those unlocked we need to go through the
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// unlock conditions AGAIN just in case an emblem reward was reached
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if (cechoLines)
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M_CheckUnlockConditions(data);
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// Go through unlockables
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for (i = 0; i < MAXUNLOCKABLES; ++i)
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{
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if (data->unlocked[i] || !unlockables[i].conditionset)
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continue;
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if ((data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data)) != false)
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{
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if (unlockables[i].nocecho)
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continue;
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strcat(cechoText, va(M_GetText("\"%s\" unlocked!\\"), unlockables[i].name));
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++cechoLines;
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}
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}
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// Announce
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if (cechoLines)
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{
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char slashed[1024] = "";
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for (i = 0; (i < 19) && (i < 24 - cechoLines); ++i)
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slashed[i] = '\\';
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slashed[i] = 0;
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strcat(slashed, cechoText);
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HU_SetCEchoFlags(V_YELLOWMAP|V_RETURN8);
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HU_SetCEchoDuration(6);
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HU_DoCEcho(slashed);
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return true;
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}
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return false;
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}
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// Used when loading gamedata to make sure all unlocks are synched with conditions
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void M_SilentUpdateUnlockablesAndEmblems(gamedata_t *data)
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{
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INT32 i;
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boolean checkAgain = false;
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// Just in case they aren't to sync
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M_CheckUnlockConditions(data);
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M_CheckLevelEmblems(data);
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M_CompletionEmblems(data);
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// Go through extra emblems
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for (i = 0; i < numextraemblems; ++i)
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{
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if (data->extraCollected[i] || !extraemblems[i].conditionset)
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continue;
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if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != false)
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checkAgain = true;
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}
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// check again if extra emblems unlocked, blah blah, etc
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if (checkAgain)
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M_CheckUnlockConditions(data);
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// Go through unlockables
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for (i = 0; i < MAXUNLOCKABLES; ++i)
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{
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if (data->unlocked[i] || !unlockables[i].conditionset)
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continue;
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data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data);
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}
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}
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void M_SilentUpdateSkinAvailabilites(void)
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{
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players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p
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}
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// Emblem unlocking shit
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UINT8 M_CheckLevelEmblems(gamedata_t *data)
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{
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INT32 i;
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INT32 valToReach;
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INT16 levelnum;
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UINT8 res;
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UINT8 somethingUnlocked = 0;
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// Update Score, Time, Rings emblems
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for (i = 0; i < numemblems; ++i)
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{
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if (emblemlocations[i].type <= ET_SKIN || emblemlocations[i].type == ET_MAP || data->collected[i])
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continue;
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levelnum = emblemlocations[i].level;
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valToReach = emblemlocations[i].var;
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switch (emblemlocations[i].type)
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{
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case ET_SCORE: // Requires score on map >= x
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res = (G_GetBestScore(levelnum, data) >= (unsigned)valToReach);
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break;
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case ET_TIME: // Requires time on map <= x
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res = (G_GetBestTime(levelnum, data) <= (unsigned)valToReach);
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break;
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case ET_RINGS: // Requires rings on map >= x
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res = (G_GetBestRings(levelnum, data) >= valToReach);
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break;
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case ET_NGRADE: // Requires NiGHTS grade on map >= x
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res = (G_GetBestNightsGrade(levelnum, 0, data) >= valToReach);
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break;
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case ET_NTIME: // Requires NiGHTS time on map <= x
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res = (G_GetBestNightsTime(levelnum, 0, data) <= (unsigned)valToReach);
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break;
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default: // unreachable but shuts the compiler up.
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continue;
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}
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data->collected[i] = res;
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if (res)
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++somethingUnlocked;
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}
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return somethingUnlocked;
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}
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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.
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{
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INT32 i;
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INT32 embtype;
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INT16 levelnum;
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UINT8 res;
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UINT8 somethingUnlocked = 0;
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UINT8 flags;
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for (i = 0; i < numemblems; ++i)
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{
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if (emblemlocations[i].type != ET_MAP || data->collected[i])
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continue;
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levelnum = emblemlocations[i].level;
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embtype = emblemlocations[i].var;
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flags = MV_BEATEN;
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if (embtype & ME_ALLEMERALDS)
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flags |= MV_ALLEMERALDS;
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if (embtype & ME_ULTIMATE)
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flags |= MV_ULTIMATE;
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if (embtype & ME_PERFECT)
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flags |= MV_PERFECT;
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res = ((data->mapvisited[levelnum - 1] & flags) == flags);
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data->collected[i] = res;
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if (res)
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++somethingUnlocked;
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}
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return somethingUnlocked;
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}
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// -------------------
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// Quick unlock checks
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// -------------------
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UINT8 M_AnySecretUnlocked(gamedata_t *data)
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{
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INT32 i;
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for (i = 0; i < MAXUNLOCKABLES; ++i)
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{
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if (!unlockables[i].nocecho && data->unlocked[i])
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return true;
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}
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return false;
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}
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UINT8 M_SecretUnlocked(INT32 type, gamedata_t *data)
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{
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INT32 i;
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for (i = 0; i < MAXUNLOCKABLES; ++i)
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{
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if (unlockables[i].type == type && data->unlocked[i])
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return true;
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}
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return false;
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}
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UINT8 M_MapLocked(INT32 mapnum, gamedata_t *data)
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{
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if (dedicated)
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{
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// If you're in a dedicated server, every level is unlocked.
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// Yes, technically this means you can view any level by
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// running a dedicated server and joining it yourself, but
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// that's better than making dedicated server's lives hell.
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return false;
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}
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if (cv_debug || devparm)
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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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{
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return false;
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}
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if (!data->unlocked[mapheaderinfo[mapnum-1]->unlockrequired])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_CampaignWarpIsCheat(INT32 gt, INT32 mapnum, gamedata_t *data)
|
|
{
|
|
if (dedicated)
|
|
{
|
|
// See M_MapLocked; don't make dedicated servers annoying.
|
|
return false;
|
|
}
|
|
|
|
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)
|
|
{
|
|
// 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.
|
|
return (!(data->mapvisited[mapnum-1]));
|
|
}
|
|
|
|
INT32 M_CountEmblems(gamedata_t *data)
|
|
{
|
|
INT32 found = 0, i;
|
|
for (i = 0; i < numemblems; ++i)
|
|
{
|
|
if (data->collected[i])
|
|
found++;
|
|
}
|
|
for (i = 0; i < numextraemblems; ++i)
|
|
{
|
|
if (data->extraCollected[i])
|
|
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)
|
|
{
|
|
INT32 i, gottenemblems = 0;
|
|
for (i = 0; i < numemblems; ++i)
|
|
{
|
|
if (data->collected[i])
|
|
if (++gottenemblems >= number) return true;
|
|
}
|
|
for (i = 0; i < numextraemblems; ++i)
|
|
{
|
|
if (data->extraCollected[i])
|
|
if (++gottenemblems >= number) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_GotHighEnoughScore(INT32 tscore, gamedata_t *data)
|
|
{
|
|
INT32 mscore = 0;
|
|
INT32 i;
|
|
|
|
for (i = 0; i < NUMMAPS; ++i)
|
|
{
|
|
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
|
|
continue;
|
|
if (!data->mainrecords[i])
|
|
continue;
|
|
|
|
if ((mscore += data->mainrecords[i]->score) > tscore)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_GotLowEnoughTime(INT32 tictime, gamedata_t *data)
|
|
{
|
|
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)
|
|
return false;
|
|
else if ((curtics += data->mainrecords[i]->time) > tictime)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
UINT8 M_GotHighEnoughRings(INT32 trings, gamedata_t *data)
|
|
{
|
|
INT32 mrings = 0;
|
|
INT32 i;
|
|
|
|
for (i = 0; i < NUMMAPS; ++i)
|
|
{
|
|
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
|
|
continue;
|
|
if (!data->mainrecords[i])
|
|
continue;
|
|
|
|
if ((mrings += data->mainrecords[i]->rings) > trings)
|
|
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;
|
|
}
|
|
|
|
// ----------------
|
|
// 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;
|
|
}
|
|
|
|
skincolornum_t M_GetEmblemColor(emblem_t *em)
|
|
{
|
|
if (!em || em->color >= numskincolors)
|
|
return SKINCOLOR_NONE;
|
|
return em->color;
|
|
}
|
|
|
|
const char *M_GetEmblemPatch(emblem_t *em, boolean big)
|
|
{
|
|
static char pnamebuf[7];
|
|
|
|
if (!big)
|
|
strcpy(pnamebuf, "GOTITn");
|
|
else
|
|
strcpy(pnamebuf, "EMBMn0");
|
|
|
|
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
|
|
|
|
if (!big)
|
|
pnamebuf[5] = em->sprite;
|
|
else
|
|
pnamebuf[4] = em->sprite;
|
|
|
|
return pnamebuf;
|
|
}
|
|
|
|
skincolornum_t M_GetExtraEmblemColor(extraemblem_t *em)
|
|
{
|
|
if (!em || em->color >= numskincolors)
|
|
return SKINCOLOR_NONE;
|
|
return em->color;
|
|
}
|
|
|
|
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big)
|
|
{
|
|
static char pnamebuf[7];
|
|
|
|
if (!big)
|
|
strcpy(pnamebuf, "GOTITn");
|
|
else
|
|
strcpy(pnamebuf, "EMBMn0");
|
|
|
|
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
|
|
|
|
if (!big)
|
|
pnamebuf[5] = em->sprite;
|
|
else
|
|
pnamebuf[4] = em->sprite;
|
|
|
|
return pnamebuf;
|
|
}
|