mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-22 04:21:23 +00:00
764 lines
19 KiB
C
764 lines
19 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.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
|
|
#include "r_draw.h" // R_GetColorByName
|
|
|
|
gamedata_t *clientGamedata; // Our gamedata
|
|
gamedata_t *serverGamedata; // Server's gamedata
|
|
|
|
// 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];
|
|
|
|
// Extra emblems
|
|
extraemblem_t extraemblems[MAXEXTRAEMBLEMS];
|
|
|
|
// Unlockables
|
|
unlockable_t unlockables[MAXUNLOCKABLES];
|
|
|
|
// Number of emblems and extra emblems
|
|
INT32 numemblems = 0;
|
|
INT32 numextraemblems = 0;
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
|
|
// Clear ALL secrets.
|
|
void M_ClearSecrets(gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
|
|
memset(data->mapvisited, 0, sizeof(data->mapvisited));
|
|
|
|
for (i = 0; i < MAXEMBLEMS; ++i)
|
|
data->collected[i] = false;
|
|
for (i = 0; i < MAXEXTRAEMBLEMS; ++i)
|
|
data->extraCollected[i] = false;
|
|
for (i = 0; i < MAXUNLOCKABLES; ++i)
|
|
data->unlocked[i] = false;
|
|
for (i = 0; i < MAXCONDITIONSETS; ++i)
|
|
data->achieved[i] = false;
|
|
|
|
data->timesBeaten = data->timesBeatenWithEmeralds = data->timesBeatenUltimate = 0;
|
|
|
|
// Re-unlock any always unlocked things
|
|
M_SilentUpdateUnlockablesAndEmblems(data);
|
|
M_SilentUpdateSkinAvailabilites();
|
|
}
|
|
|
|
// ----------------------
|
|
// Condition set checking
|
|
// ----------------------
|
|
static UINT8 M_CheckCondition(condition_t *cn, gamedata_t *data)
|
|
{
|
|
switch (cn->type)
|
|
{
|
|
case UC_PLAYTIME: // Requires total playing time >= x
|
|
return (data->totalplaytime >= (unsigned)cn->requirement);
|
|
case UC_GAMECLEAR: // Requires game beaten >= x times
|
|
return (data->timesBeaten >= (unsigned)cn->requirement);
|
|
case UC_ALLEMERALDS: // Requires game beaten with all 7 emeralds >= x times
|
|
return (data->timesBeatenWithEmeralds >= (unsigned)cn->requirement);
|
|
case UC_ULTIMATECLEAR: // Requires game beaten on ultimate >= x times (in other words, never)
|
|
return (data->timesBeatenUltimate >= (unsigned)cn->requirement);
|
|
case UC_OVERALLSCORE: // Requires overall score >= x
|
|
return (M_GotHighEnoughScore(cn->requirement, data));
|
|
case UC_OVERALLTIME: // Requires overall time <= x
|
|
return (M_GotLowEnoughTime(cn->requirement, data));
|
|
case UC_OVERALLRINGS: // Requires overall rings >= x
|
|
return (M_GotHighEnoughRings(cn->requirement, data));
|
|
case UC_MAPVISITED: // Requires map x to be visited
|
|
return ((data->mapvisited[cn->requirement - 1] & MV_VISITED) == MV_VISITED);
|
|
case UC_MAPBEATEN: // Requires map x to be beaten
|
|
return ((data->mapvisited[cn->requirement - 1] & MV_BEATEN) == MV_BEATEN);
|
|
case UC_MAPALLEMERALDS: // Requires map x to be beaten with all emeralds in possession
|
|
return ((data->mapvisited[cn->requirement - 1] & MV_ALLEMERALDS) == MV_ALLEMERALDS);
|
|
case UC_MAPULTIMATE: // Requires map x to be beaten on ultimate
|
|
return ((data->mapvisited[cn->requirement - 1] & MV_ULTIMATE) == MV_ULTIMATE);
|
|
case UC_MAPPERFECT: // Requires map x to be beaten with a perfect bonus
|
|
return ((data->mapvisited[cn->requirement - 1] & MV_PERFECT) == MV_PERFECT);
|
|
case UC_MAPSCORE: // Requires score on map >= x
|
|
return (G_GetBestScore(cn->extrainfo1, data) >= (unsigned)cn->requirement);
|
|
case UC_MAPTIME: // Requires time on map <= x
|
|
return (G_GetBestTime(cn->extrainfo1, data) <= (unsigned)cn->requirement);
|
|
case UC_MAPRINGS: // Requires rings on map >= x
|
|
return (G_GetBestRings(cn->extrainfo1, data) >= cn->requirement);
|
|
case UC_NIGHTSSCORE:
|
|
return (G_GetBestNightsScore(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= (unsigned)cn->requirement);
|
|
case UC_NIGHTSTIME:
|
|
return (G_GetBestNightsTime(cn->extrainfo1, (UINT8)cn->extrainfo2, data) <= (unsigned)cn->requirement);
|
|
case UC_NIGHTSGRADE:
|
|
return (G_GetBestNightsGrade(cn->extrainfo1, (UINT8)cn->extrainfo2, data) >= 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, data));
|
|
case UC_EMBLEM: // Requires emblem x to be obtained
|
|
return data->collected[cn->requirement-1];
|
|
case UC_EXTRAEMBLEM: // Requires extra emblem x to be obtained
|
|
return data->extraCollected[cn->requirement-1];
|
|
case UC_CONDITIONSET: // requires condition set x to already be achieved
|
|
return M_Achieved(cn->requirement-1, data);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static UINT8 M_CheckConditionSet(conditionset_t *c, gamedata_t *data)
|
|
{
|
|
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);
|
|
}
|
|
|
|
return achievedSoFar;
|
|
}
|
|
|
|
void M_CheckUnlockConditions(gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
conditionset_t *c;
|
|
|
|
for (i = 0; i < MAXCONDITIONSETS; ++i)
|
|
{
|
|
c = &conditionSets[i];
|
|
if (!c->numconditions || data->achieved[i])
|
|
continue;
|
|
|
|
data->achieved[i] = (M_CheckConditionSet(c, data));
|
|
}
|
|
}
|
|
|
|
UINT8 M_UpdateUnlockablesAndExtraEmblems(gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
char cechoText[992] = "";
|
|
UINT8 cechoLines = 0;
|
|
|
|
M_CheckUnlockConditions(data);
|
|
|
|
// Go through extra emblems
|
|
for (i = 0; i < numextraemblems; ++i)
|
|
{
|
|
if (data->extraCollected[i] || !extraemblems[i].conditionset)
|
|
continue;
|
|
if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != 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(data);
|
|
|
|
// Go through unlockables
|
|
for (i = 0; i < MAXUNLOCKABLES; ++i)
|
|
{
|
|
if (data->unlocked[i] || !unlockables[i].conditionset)
|
|
continue;
|
|
if ((data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data)) != 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 < 19) && (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(gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
boolean checkAgain = false;
|
|
|
|
// Just in case they aren't to sync
|
|
M_CheckUnlockConditions(data);
|
|
M_CheckLevelEmblems(data);
|
|
M_CompletionEmblems(data);
|
|
|
|
// Go through extra emblems
|
|
for (i = 0; i < numextraemblems; ++i)
|
|
{
|
|
if (data->extraCollected[i] || !extraemblems[i].conditionset)
|
|
continue;
|
|
if ((data->extraCollected[i] = M_Achieved(extraemblems[i].conditionset - 1, data)) != false)
|
|
checkAgain = true;
|
|
}
|
|
|
|
// check again if extra emblems unlocked, blah blah, etc
|
|
if (checkAgain)
|
|
M_CheckUnlockConditions(data);
|
|
|
|
// Go through unlockables
|
|
for (i = 0; i < MAXUNLOCKABLES; ++i)
|
|
{
|
|
if (data->unlocked[i] || !unlockables[i].conditionset)
|
|
continue;
|
|
data->unlocked[i] = M_Achieved(unlockables[i].conditionset - 1, data);
|
|
}
|
|
}
|
|
|
|
void M_SilentUpdateSkinAvailabilites(void)
|
|
{
|
|
players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p
|
|
}
|
|
|
|
// Emblem unlocking shit
|
|
UINT8 M_CheckLevelEmblems(gamedata_t *data)
|
|
{
|
|
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])
|
|
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);
|
|
break;
|
|
case ET_TIME: // Requires time on map <= x
|
|
res = (G_GetBestTime(levelnum, data) <= (unsigned)valToReach);
|
|
break;
|
|
case ET_RINGS: // Requires rings on map >= x
|
|
res = (G_GetBestRings(levelnum, data) >= valToReach);
|
|
break;
|
|
case ET_NGRADE: // Requires NiGHTS grade on map >= x
|
|
res = (G_GetBestNightsGrade(levelnum, 0, data) >= valToReach);
|
|
break;
|
|
case ET_NTIME: // Requires NiGHTS time on map <= x
|
|
res = (G_GetBestNightsTime(levelnum, 0, data) <= (unsigned)valToReach);
|
|
break;
|
|
default: // unreachable but shuts the compiler up.
|
|
continue;
|
|
}
|
|
|
|
data->collected[i] = res;
|
|
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;
|
|
|
|
if (embtype & ME_ALLEMERALDS)
|
|
flags |= MV_ALLEMERALDS;
|
|
|
|
if (embtype & ME_ULTIMATE)
|
|
flags |= MV_ULTIMATE;
|
|
|
|
if (embtype & ME_PERFECT)
|
|
flags |= MV_PERFECT;
|
|
|
|
res = ((data->mapvisited[levelnum - 1] & flags) == flags);
|
|
|
|
data->collected[i] = res;
|
|
if (res)
|
|
++somethingUnlocked;
|
|
}
|
|
return somethingUnlocked;
|
|
}
|
|
|
|
// -------------------
|
|
// Quick unlock checks
|
|
// -------------------
|
|
UINT8 M_AnySecretUnlocked(gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXUNLOCKABLES; ++i)
|
|
{
|
|
if (!unlockables[i].nocecho && data->unlocked[i])
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_SecretUnlocked(INT32 type, gamedata_t *data)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXUNLOCKABLES; ++i)
|
|
{
|
|
if (unlockables[i].type == type && data->unlocked[i])
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_MapLocked(INT32 mapnum, gamedata_t *data)
|
|
{
|
|
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;
|
|
}
|
|
|
|
if (cv_debug || devparm)
|
|
return false; // Unlock every level when in devmode.
|
|
|
|
if (!mapheaderinfo[mapnum-1] || mapheaderinfo[mapnum-1]->unlockrequired < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!data->unlocked[mapheaderinfo[mapnum-1]->unlockrequired])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
UINT8 M_CampaignWarpIsCheat(INT32 gt, INT32 mapnum, gamedata_t *data)
|
|
{
|
|
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;
|
|
}
|