SRB2/src/m_cond.c
toaster 47554b57e4 * Made the evaluation screen even more attractive.
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
2019-07-29 14:55:36 +01:00

554 lines
14 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by Matthew "Inuyasha" Walsh.
// Copyright (C) 2012-2018 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_things.h" // numskins
#include "r_draw.h" // R_GetColorByName
// 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;
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 && 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;
}
conditionSets[set - 1].achieved = false;
}
// Clear ALL secrets.
void M_ClearSecrets(void)
{
INT32 i;
memset(mapvisited, 0, sizeof(mapvisited));
for (i = 0; i < MAXEMBLEMS; ++i)
emblemlocations[i].collected = false;
for (i = 0; i < MAXEXTRAEMBLEMS; ++i)
extraemblems[i].collected = false;
for (i = 0; i < MAXUNLOCKABLES; ++i)
unlockables[i].unlocked = false;
for (i = 0; i < MAXCONDITIONSETS; ++i)
conditionSets[i].achieved = false;
timesBeaten = timesBeatenWithEmeralds = timesBeatenUltimate = 0;
// Re-unlock any always unlocked things
M_SilentUpdateUnlockablesAndEmblems();
}
// ----------------------
// Condition set checking
// ----------------------
static UINT8 M_CheckCondition(condition_t *cn)
{
switch (cn->type)
{
case UC_PLAYTIME: // Requires total playing time >= x
return (totalplaytime >= (unsigned)cn->requirement);
case UC_GAMECLEAR: // Requires game beaten >= x times
return (timesBeaten >= (unsigned)cn->requirement);
case UC_ALLEMERALDS: // Requires game beaten with all 7 emeralds >= x times
return (timesBeatenWithEmeralds >= (unsigned)cn->requirement);
case UC_ULTIMATECLEAR: // Requires game beaten on ultimate >= x times (in other words, never)
return (timesBeatenUltimate >= (unsigned)cn->requirement);
case UC_OVERALLSCORE: // Requires overall score >= x
return (M_GotHighEnoughScore(cn->requirement));
case UC_OVERALLTIME: // Requires overall time <= x
return (M_GotLowEnoughTime(cn->requirement));
case UC_OVERALLRINGS: // Requires overall rings >= x
return (M_GotHighEnoughRings(cn->requirement));
case UC_MAPVISITED: // Requires map x to be visited
return ((mapvisited[cn->requirement - 1] & MV_VISITED) == MV_VISITED);
case UC_MAPBEATEN: // Requires map x to be beaten
return ((mapvisited[cn->requirement - 1] & MV_BEATEN) == MV_BEATEN);
case UC_MAPALLEMERALDS: // Requires map x to be beaten with all emeralds in possession
return ((mapvisited[cn->requirement - 1] & MV_ALLEMERALDS) == MV_ALLEMERALDS);
case UC_MAPULTIMATE: // Requires map x to be beaten on ultimate
return ((mapvisited[cn->requirement - 1] & MV_ULTIMATE) == MV_ULTIMATE);
case UC_MAPPERFECT: // Requires map x to be beaten with a perfect bonus
return ((mapvisited[cn->requirement - 1] & MV_PERFECT) == MV_PERFECT);
case UC_MAPSCORE: // Requires score on map >= x
return (G_GetBestScore(cn->extrainfo1) >= (unsigned)cn->requirement);
case UC_MAPTIME: // Requires time on map <= x
return (G_GetBestTime(cn->extrainfo1) <= (unsigned)cn->requirement);
case UC_MAPRINGS: // Requires rings on map >= x
return (G_GetBestRings(cn->extrainfo1) >= cn->requirement);
case UC_NIGHTSSCORE:
return (G_GetBestNightsScore(cn->extrainfo1, (UINT8)cn->extrainfo2) >= (unsigned)cn->requirement);
case UC_NIGHTSTIME:
return (G_GetBestNightsTime(cn->extrainfo1, (UINT8)cn->extrainfo2) <= (unsigned)cn->requirement);
case UC_NIGHTSGRADE:
return (G_GetBestNightsGrade(cn->extrainfo1, (UINT8)cn->extrainfo2) >= 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));
case UC_EMBLEM: // Requires emblem x to be obtained
return emblemlocations[cn->requirement-1].collected;
case UC_EXTRAEMBLEM: // Requires extra emblem x to be obtained
return extraemblems[cn->requirement-1].collected;
case UC_CONDITIONSET: // requires condition set x to already be achieved
return M_Achieved(cn->requirement-1);
}
return false;
}
static UINT8 M_CheckConditionSet(conditionset_t *c)
{
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);
}
return achievedSoFar;
}
void M_CheckUnlockConditions(void)
{
INT32 i;
conditionset_t *c;
for (i = 0; i < MAXCONDITIONSETS; ++i)
{
c = &conditionSets[i];
if (!c->numconditions || c->achieved)
continue;
c->achieved = (M_CheckConditionSet(c));
}
}
UINT8 M_UpdateUnlockablesAndExtraEmblems(void)
{
INT32 i;
char cechoText[992] = "";
UINT8 cechoLines = 0;
if (modifiedgame && !savemoddata)
return false;
M_CheckUnlockConditions();
// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected || !extraemblems[i].conditionset)
continue;
if ((extraemblems[i].collected = M_Achieved(extraemblems[i].conditionset - 1)) != 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();
// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].unlocked || !unlockables[i].conditionset)
continue;
if ((unlockables[i].unlocked = M_Achieved(unlockables[i].conditionset - 1)) != 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(void)
{
INT32 i;
boolean checkAgain = false;
// Just in case they aren't to sync
M_CheckUnlockConditions();
M_CheckLevelEmblems();
// Go through extra emblems
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected || !extraemblems[i].conditionset)
continue;
if ((extraemblems[i].collected = M_Achieved(extraemblems[i].conditionset - 1)) != false)
checkAgain = true;
}
// check again if extra emblems unlocked, blah blah, etc
if (checkAgain)
M_CheckUnlockConditions();
// Go through unlockables
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].unlocked || !unlockables[i].conditionset)
continue;
unlockables[i].unlocked = M_Achieved(unlockables[i].conditionset - 1);
}
}
// Emblem unlocking shit
UINT8 M_CheckLevelEmblems(void)
{
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 || emblemlocations[i].collected)
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) >= (unsigned)valToReach);
break;
case ET_TIME: // Requires time on map <= x
res = (G_GetBestTime(levelnum) <= (unsigned)valToReach);
break;
case ET_RINGS: // Requires rings on map >= x
res = (G_GetBestRings(levelnum) >= valToReach);
break;
case ET_NGRADE: // Requires NiGHTS grade on map >= x
res = (G_GetBestNightsGrade(levelnum, 0) >= valToReach);
break;
case ET_NTIME: // Requires NiGHTS time on map <= x
res = (G_GetBestNightsTime(levelnum, 0) <= (unsigned)valToReach);
break;
default: // unreachable but shuts the compiler up.
continue;
}
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
UINT8 M_CompletionEmblems(void) // 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 || emblemlocations[i].collected)
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 = ((mapvisited[levelnum - 1] & flags) == flags);
emblemlocations[i].collected = res;
if (res)
++somethingUnlocked;
}
return somethingUnlocked;
}
// -------------------
// Quick unlock checks
// -------------------
UINT8 M_AnySecretUnlocked(void)
{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (!unlockables[i].nocecho && unlockables[i].unlocked)
return true;
}
return false;
}
UINT8 M_SecretUnlocked(INT32 type)
{
INT32 i;
for (i = 0; i < MAXUNLOCKABLES; ++i)
{
if (unlockables[i].type == type && unlockables[i].unlocked)
return true;
}
return false;
}
UINT8 M_MapLocked(INT32 mapnum)
{
if (!mapheaderinfo[mapnum-1] || mapheaderinfo[mapnum-1]->unlockrequired < 0)
return false;
if (!unlockables[mapheaderinfo[mapnum-1]->unlockrequired].unlocked)
return true;
return false;
}
INT32 M_CountEmblems(void)
{
INT32 found = 0, i;
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].collected)
found++;
}
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected)
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)
{
INT32 i, gottenemblems = 0;
for (i = 0; i < numemblems; ++i)
{
if (emblemlocations[i].collected)
if (++gottenemblems >= number) return true;
}
for (i = 0; i < numextraemblems; ++i)
{
if (extraemblems[i].collected)
if (++gottenemblems >= number) return true;
}
return false;
}
UINT8 M_GotHighEnoughScore(INT32 tscore)
{
INT32 mscore = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i])
continue;
if ((mscore += mainrecords[i]->score) > tscore)
return true;
}
return false;
}
UINT8 M_GotLowEnoughTime(INT32 tictime)
{
INT32 curtics = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i] || !mainrecords[i]->time)
return false;
else if ((curtics += mainrecords[i]->time) > tictime)
return false;
}
return true;
}
UINT8 M_GotHighEnoughRings(INT32 trings)
{
INT32 mrings = 0;
INT32 i;
for (i = 0; i < NUMMAPS; ++i)
{
if (!mapheaderinfo[i] || !(mapheaderinfo[i]->menuflags & LF2_RECORDATTACK))
continue;
if (!mainrecords[i])
continue;
if ((mrings += mainrecords[i]->rings) > trings)
return true;
}
return false;
}
// ----------------
// 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;
}
skincolors_t M_GetEmblemColor(emblem_t *em)
{
if (!em || em->color >= MAXSKINCOLORS)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em)
{
static char pnamebuf[7] = "GOTITn";
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
return pnamebuf;
}
skincolors_t M_GetExtraEmblemColor(extraemblem_t *em)
{
if (!em || em->color >= MAXSKINCOLORS)
return SKINCOLOR_NONE;
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em)
{
static char pnamebuf[7] = "GOTITn";
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
return pnamebuf;
}