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1185 lines
36 KiB
C
1185 lines
36 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 2012-2016 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_things.h" // numskins
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#include "r_draw.h" // R_GetColorByName
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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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// Default Emblem locations
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emblem_t emblemlocations[MAXEMBLEMS] =
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{
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// GREEN FLOWER 1
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// ---
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{0, 8156, 6936, 129, 1, 'A', SKINCOLOR_BLUE, 0,
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"Go get your feet wet\n"
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"to find this, the first emblem.\n"
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"Yes, it's very deep.", 0},
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{0, 3184, 1812, 928, 1, 'B', SKINCOLOR_LAVENDER, 0,
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"There are many rings,\n"
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"but this one's not what you think.\n"
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"There lies the emblem.", 0},
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{0, 9024, 6716, 769, 1, 'C', SKINCOLOR_RED, 0,
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"Right next to a lake,\n"
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"a ledge has been constructed.\n"
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"Near there is the goal.", 0},
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{0, 2080, -384, 512, 1, 'D', SKINCOLOR_ORANGE, 0,
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"Streams come to an end\n"
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"where they can no longer fall.\n"
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"But if you went up...", 0},
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{0, -336, 2064, 195, 1, 'E', SKINCOLOR_EMERALD, 0,
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"This one's in plain sight.\n"
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"Why haven't you claimed it?\n"
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"Surely you saw it.", 0},
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{ET_SCORE, 0,0,0, 1, 'S', SKINCOLOR_BROWN, 125000, "", 0},
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{ET_TIME, 0,0,0, 1, 'T', SKINCOLOR_GREY, 20*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 1, 'R', SKINCOLOR_GOLD, 200, "", 0},
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// GREEN FLOWER 2
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// ---
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{0, 2624, -6816, 1332, 2, 'A', SKINCOLOR_BLUE, 0,
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"Near the giant lake\n"
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"lies a cave with a 1-Up.\n"
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"An emblem's there, too!", 0},
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{0, -5728, -2848, 2848, 2, 'B', SKINCOLOR_LAVENDER, 0,
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"Near the final lake,\n"
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"a higher lake falls on in.\n"
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"Three platforms await.", 0},
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{0, 3648, 6464, 2576, 2, 'C', SKINCOLOR_RED, 0,
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"Near the level's start,\n"
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"a bridge crosses a river.\n"
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"What's that river's source?", 0},
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{0, -2032,-10048, 986, 2, 'D', SKINCOLOR_ORANGE, 0,
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"Near the level's end,\n"
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"another bridge spans a lake.\n"
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"What could be under...?", 0},
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{0, -170, 491, 3821, 2, 'E', SKINCOLOR_EMERALD, 0,
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"An ivied tunnel\n"
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"has a corner that's sunlit.\n"
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"Go reach for the sky!", 0},
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{ET_SCORE, 0,0,0, 2, 'S', SKINCOLOR_BROWN, 150000, "", 0},
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{ET_TIME, 0,0,0, 2, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 2, 'R', SKINCOLOR_GOLD, 200, "", 0},
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// GREEN FLOWER 3
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// ---
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{ET_TIME, 0,0,0, 3, 'T', SKINCOLOR_GREY, 30*TICRATE, "", 0},
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// TECHNO HILL 1
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// ---
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{0, -5664, -5072, 2396, 4, 'A', SKINCOLOR_BLUE, 0,
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"Three pipes reside near\n"
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"where our heroes' paths split off.\n"
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"You'll have to look up!", 0},
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{0, -784,-13968, 2888, 4, 'B', SKINCOLOR_LAVENDER, 0,
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"Climbing yields great range.\n"
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"Yet, on a path for climbers,\n"
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"flying is the key.", 0},
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{0, 4160, -5824, 3776, 4, 'C', SKINCOLOR_RED, 0,
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"That's sure lots of slime.\n"
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"Say, do you ever wonder\n"
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"what's dumping it all?", 0},
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{0, 6400, -8352, 1764, 4, 'D', SKINCOLOR_ORANGE, 0,
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"Spinning through small gaps\n"
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"can slip you into a cave.\n"
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"In that cave's first stretch...", 0},
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{0, 2848, -9088, 488, 4, 'E', SKINCOLOR_EMERALD, 0,
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"The slime lake is deep,\n"
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"but reaching the floor takes height.\n"
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"Scream \"Geronimo!\"...", 0},
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{ET_SCORE, 0,0,0, 4, 'S', SKINCOLOR_BROWN, 75000, "", 0},
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{ET_TIME, 0,0,0, 4, 'T', SKINCOLOR_GREY, 75*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 4, 'R', SKINCOLOR_GOLD, 300, "", 0},
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// TECHNO HILL 2
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// ---
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{0,-19138, -2692, 688, 5, 'A', SKINCOLOR_BLUE, 0,
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"Near the first checkpoint,\n"
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"a bridge crosses a slime pool.\n"
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"(Sensing a pattern?)", 0},
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{0,-13120, 8062, 1248, 5, 'B', SKINCOLOR_LAVENDER, 0,
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"Behind the windows,\n"
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"near crushers, ever smashing\n"
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"a conveyor belt.", 0},
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{0, 580, 4552, 1344, 5, 'C', SKINCOLOR_RED, 0,
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"A pipe drops onto\n"
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"a half-outdoors conveyor.\n"
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"But is it empty?", 0},
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{0, 192, -8768, 24, 5, 'D', SKINCOLOR_ORANGE, 0,
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"There is a hallway\n"
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"that a button floods with slime.\n"
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"Go through it again!", 0},
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{0, -2468,-12128, 1312, 5, 'E', SKINCOLOR_EMERALD, 0,
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"Jumping on turtles\n"
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"will send you springing skyward.\n"
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"Now, do that six times...", 0},
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{ET_SCORE, 0,0,0, 5, 'S', SKINCOLOR_BROWN, 100000, "", 0},
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{ET_TIME, 0,0,0, 5, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 5, 'R', SKINCOLOR_GOLD, 600, "", 0},
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// TECHNO HILL 3
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// ---
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{ET_TIME, 0,0,0, 6, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
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// DEEP SEA 1
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// ---
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{0,-16224, -2880, 3530, 7, 'A', SKINCOLOR_BLUE, 0,
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"Climb up two maze walls.\n"
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"Break the roof, then a corner.\n"
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"There, glide, but stay dry.", 0},
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{0, -8224, 896, 1056, 7, 'B', SKINCOLOR_LAVENDER, 0,
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"Follow the left path.\n"
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"A square green button lurks deep.\n"
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"Weight it down, somehow.", 0},
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{0, 4992, -5072, 4136, 7, 'C', SKINCOLOR_RED, 0,
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"A certain path holds\n"
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"many gargoyle puzzles.\n"
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"Victors reach a \"V\".", 0},
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{0, 4576, 5168, 2660, 7, 'D', SKINCOLOR_ORANGE, 0,
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"A caved-in hallway?\n"
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"The floor falls; the path goes down.\n"
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"But those rocks looked weak...", 0},
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{0, 12576, 16096, -992, 7, 'E', SKINCOLOR_EMERALD, 0,
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"The end is quite dry.\n"
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"Some rocks dam the water in.\n"
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"Knuckles can fix that...", 0},
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{ET_SCORE, 0,0,0, 7, 'S', SKINCOLOR_BROWN, 75000, "", 0},
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{ET_TIME, 0,0,0, 7, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 7, 'R', SKINCOLOR_GOLD, 400, "", 0},
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// DEEP SEA 2
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// ---
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{0,-15040, 6976, 2016, 8, 'A', SKINCOLOR_BLUE, 0,
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"A waterfall lands\n"
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"near a starpost in a cave.\n"
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"It's dark up there, but...", 0},
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{0, 4288, 2912, 544, 8, 'B', SKINCOLOR_LAVENDER, 0,
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"So many blocks here!\n"
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"Take five; bathe in the fountain.\n"
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"Hmmm? A hidden path...?", 0},
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{0, -5696, 16992, 791, 8, 'C', SKINCOLOR_RED, 0,
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"An ornate dragon\n"
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"faces a secret passage.\n"
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"Knuckles! Don't get crushed!", 0},
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{0,-13344, 18688, 1034, 8, 'D', SKINCOLOR_ORANGE, 0,
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"In the current maze\n"
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"hides a dark room of columns.\n"
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"Find it, then look up.", 0},
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{0, 3104, 16192, 2408, 8, 'E', SKINCOLOR_EMERALD, 0,
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"That same dragon's eye\n"
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"hides another secret room.\n"
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"There, solve its riddle.", 0},
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{ET_SCORE, 0,0,0, 8, 'S', SKINCOLOR_BROWN, 50000, "", 0},
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{ET_TIME, 0,0,0, 8, 'T', SKINCOLOR_GREY, 150*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 8, 'R', SKINCOLOR_GOLD, 250, "", 0},
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// DEEP SEA 3
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// ---
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{ET_TIME, 0,0,0, 9, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
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// CASTLE EGGMAN 1
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// ---
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{0, -6176, -5184, -128, 10, 'A', SKINCOLOR_BLUE, 0,
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"A drain feeds the lake.\n"
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"Water rushes quickly through.\n"
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"Go against the flow.", 0},
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{0, 3648,-15296, -992, 10, 'B', SKINCOLOR_LAVENDER, 0,
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"The left starting path\n"
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"goes atop a large wood deck.\n"
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"Checked underneath yet?", 0},
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{0, 11712, 21312, 5472, 10, 'C', SKINCOLOR_RED, 0,
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"At last, the castle!\n"
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"Hold up! Don't just barge right in!\n"
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"What's the facade hold...?", 0},
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{0, 20224, 13344, 3104, 10, 'D', SKINCOLOR_ORANGE, 0,
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"The final approach!\n"
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"A tower holds the emblem\n"
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"near a ring arrow.", 0},
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{0, 9472, -5890, 710, 10, 'E', SKINCOLOR_EMERALD, 0,
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"The right starting path\n"
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"hides this near a canopy,\n"
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"high, where two trees meet.", 0},
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{ET_SCORE, 0,0,0, 10, 'S', SKINCOLOR_BROWN, 50000, "", 0},
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{ET_TIME, 0,0,0, 10, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 10, 'R', SKINCOLOR_GOLD, 200, "", 0},
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// CASTLE EGGMAN 2
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// ---
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{0, 832,-15168, 7808, 11, 'A', SKINCOLOR_BLUE, 0,
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"Find a trick bookcase\n"
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"that hides a darkened hallway.\n"
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"There, climb a tower.", 0},
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{0,-18460,-22180, 2416, 11, 'B', SKINCOLOR_LAVENDER, 0,
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"Down in the dungeon,\n"
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"a cracked wall hides secret paths.\n"
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"Echidnas only!", 0},
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{0, -6144,-11792, 3232, 11, 'C', SKINCOLOR_RED, 0,
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"A room you can flood!\n"
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"A brown grate's near its exit.\n"
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"Knuckles can break it...", 0},
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{0, 4608, -7024, 4256, 11, 'D', SKINCOLOR_ORANGE, 0,
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"Some of these bookshelves\n"
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"are not flush against the walls.\n"
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"Wonder why that is?", 0},
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{0, 12708,-13536, 4768, 11, 'E', SKINCOLOR_EMERALD, 0,
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"The ending's towers\n"
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"are hiding a small alcove.\n"
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"Check around outside.", 0},
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{ET_SCORE, 0,0,0, 11, 'S', SKINCOLOR_BROWN, 400000, "", 0},
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{ET_TIME, 0,0,0, 11, 'T', SKINCOLOR_GREY, 210*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 11, 'R', SKINCOLOR_GOLD, 600, "", 0},
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// CASTLE EGGMAN 3
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// ---
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{ET_TIME, 0,0,0, 12, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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// ARID CANYON 1
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// ---
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{0, 3488, 2208, 3072, 13, 'A', SKINCOLOR_BLUE, 0,
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"A rather large gap\n"
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"must be crossed by way of tram.\n"
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"At its end, jump left.", 0},
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{0, -7552, 10464, 4094, 13, 'B', SKINCOLOR_LAVENDER, 0,
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"Crushers that go up!\n"
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"Mind your step; if they're triggered,\n"
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"they'll block this emblem.", 0},
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{0,-12093, 14575, 5752, 13, 'C', SKINCOLOR_RED, 0,
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"There's an oil lake\n"
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"that you can sink deep into.\n"
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"Drain it, and explore.", 0},
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{0, 512, -7136, 4640, 13, 'D', SKINCOLOR_ORANGE, 0,
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"Not far from the start,\n"
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"if you climb toward the sky,\n"
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"the cliffs hide something.", 0},
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{0, 12504, 6848, 3424, 13, 'E', SKINCOLOR_EMERALD, 0,
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"Right by the exit,\n"
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"an emblem lies on a cliff.\n"
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"Ride ropes to reach it.", 0},
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{ET_SCORE, 0,0,0, 13, 'S', SKINCOLOR_BROWN, 50000, "", 0},
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{ET_TIME, 0,0,0, 13, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 13, 'R', SKINCOLOR_GOLD, 300, "", 0},
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// RED VOLCANO 1
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// ---
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{0,-13184, 11424, 3080, 16, 'A', SKINCOLOR_BLUE, 0,
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"Look around the room,\n"
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"just before you clear the stage;\n"
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"something's hidden there!", 0},
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{0, -2816, 3120, 3044, 16, 'B', SKINCOLOR_LAVENDER, 0,
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"Ever look upwards\n"
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"when you're traversing across\n"
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"collapsing platforms?", 0},
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{0, 6720, 6784, 1452, 16, 'C', SKINCOLOR_RED, 0,
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"Check out a corner\n"
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"of a lake of magma near\n"
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"spinning jets of flame.", 0},
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{0, -5504, 9824, 800, 16, 'D', SKINCOLOR_ORANGE, 0,
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"Where once a bridge stood,\n"
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"now magma falls from above.\n"
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"The bridge dropped something...", 0},
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{0, 8287,-11043, 1328, 16, 'E', SKINCOLOR_EMERALD, 0,
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"A lake of magma\n"
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"ebbs and flows unendingly.\n"
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"Wait for its nadir.", 0},
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{ET_SCORE, 0,0,0, 16, 'S', SKINCOLOR_BROWN, 30000, "", 0},
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{ET_TIME, 0,0,0, 16, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 16, 'R', SKINCOLOR_GOLD, 100, "", 0},
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// EGG ROCK 1
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// ---
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{0,-10976, -7328, 1584, 22, 'A', SKINCOLOR_BLUE, 0,
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"Vanishing platforms,\n"
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"then collapsing ones herald\n"
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"a last-second jump.", 0},
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{0, -6592,-11200, 2208, 22, 'B', SKINCOLOR_LAVENDER, 0,
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"What is this red stuff?\n"
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"You can't breathe it in, but look!\n"
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"It can't reach up there...", 0},
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{0, 6816, 832, 936, 22, 'C', SKINCOLOR_RED, 0,
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"The team's paths diverge.\n"
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"Should Tails run the crusher path?\n"
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"No! Fly outside it!", 0},
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{0, 6942, -8902, 2080, 22, 'D', SKINCOLOR_ORANGE, 0,
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"Don't jump too high here!\n"
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"No conveyor will catch you;\n"
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"you'd fall to your death.", 0},
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{0, -6432, -6192, 584, 22, 'E', SKINCOLOR_EMERALD, 0,
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"Conveyors! Magma!\n"
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"What an intense room this is!\n"
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"But, what brought you here?", 0},
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{ET_SCORE, 0,0,0, 22, 'S', SKINCOLOR_BROWN, 25000, "", 0},
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{ET_TIME, 0,0,0, 22, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 22, 'R', SKINCOLOR_GOLD, 150, "", 0},
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// EGG ROCK 2
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// ---
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{0, -6672, 7792, 352, 23, 'A', SKINCOLOR_BLUE, 0,
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"Walk on the ceiling;\n"
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"resist the urge to flip back!\n"
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"Find the cyan path...", 0},
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{0,-12256, 15136, -288, 23, 'B', SKINCOLOR_LAVENDER, 0,
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"X marks the spot? Nope!\n"
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"Try standing further away\n"
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"when the timer flips.", 0},
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{0, 1536, 16224, 1144, 23, 'C', SKINCOLOR_RED, 0,
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"There is more than one\n"
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"elevator inside the\n"
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"elevator shaft...", 0},
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{0,-15968, 14192, 3152, 23, 'D', SKINCOLOR_ORANGE, 0,
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"Gears with missing teeth\n"
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"can hide a clever secret!\n"
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"Think Green Hill Zone boss.", 0},
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{0, 1920, 20608, 1064, 23, 'E', SKINCOLOR_EMERALD, 0,
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"Just before you reach\n"
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"the defective cargo bay,\n"
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"fly under a bridge.", 0},
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{ET_SCORE, 0,0,0, 23, 'S', SKINCOLOR_BROWN, 60000, "", 0},
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{ET_TIME, 0,0,0, 23, 'T', SKINCOLOR_GREY, 300*TICRATE, "", 0},
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{ET_RINGS, 0,0,0, 23, 'R', SKINCOLOR_GOLD, 250, "", 0},
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// EGG ROCK 3
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// ---
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/* Just in case, I'll leave these here in the source.
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{0, 848, -3584, 592, 24, 'A', SKINCOLOR_BLUE, 0,
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"[PH] Hiding at the end of the first hallway.", 0},
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{0,-10368, -2816, 144, 24, 'B', SKINCOLOR_LAVENDER, 0,
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|
"Directions are meaningless.", 0},
|
|
{0, -8160, -5952, 560, 24, 'C', SKINCOLOR_RED, 0,
|
|
"[PH] In the ceiling of the conveyor belt + laser hallway.", 0},
|
|
{0,-13728,-13728, 1552, 24, 'D', SKINCOLOR_ORANGE, 0,
|
|
"[PH] On top of the platform with rows of spikes in reverse gravity.", 0},
|
|
{0,-14944, 768, 1232, 24, 'E', SKINCOLOR_EMERALD, 0,
|
|
"Follow the leader.", 0},
|
|
*/
|
|
|
|
{ET_SCORE, 0,0,0, 24, 'S', SKINCOLOR_BROWN, 14000, "", 0},
|
|
{ET_TIME, 0,0,0, 24, 'T', SKINCOLOR_GREY, 210*TICRATE, "", 0},
|
|
{ET_RINGS, 0,0,0, 24, 'R', SKINCOLOR_GOLD, 100, "", 0},
|
|
|
|
|
|
// EGG ROCK CORE
|
|
// ---
|
|
{ET_TIME, 0,0,0, 25, 'T', SKINCOLOR_GREY, 100*TICRATE, "", 0},
|
|
|
|
|
|
// PIPE TOWERS
|
|
// ---
|
|
{0, 3182, 5040, 3008, 30, 'A', SKINCOLOR_BLUE, 0,
|
|
"A pipe in the roof\n"
|
|
"eternally drops water.\n"
|
|
"Something's stuck up there.", 0},
|
|
{0, -2400, 5984, 2752, 30, 'B', SKINCOLOR_LAVENDER, 0,
|
|
"Pushing a red switch\n"
|
|
"raises the water level;\n"
|
|
"from there, can't miss it.", 0},
|
|
{0, 6112, 7008, 4032, 30, 'C', SKINCOLOR_RED, 0,
|
|
"A high-up passage\n"
|
|
"hides near the second checkpoint.\n"
|
|
"Climb in; then, climb more.", 0},
|
|
{0, 11424, -4832, 1376, 30, 'D', SKINCOLOR_ORANGE, 0,
|
|
"The underground room\n"
|
|
"with platforms that fall and rise\n"
|
|
"only LOOKS empty...", 0},
|
|
{0 , 4960, -6112, 1312, 30, 'E', SKINCOLOR_EMERALD, 0,
|
|
"This one's straightforward.\n"
|
|
"What comes to mind when I say:\n"
|
|
"\"WELCOME TO WARP ZONE!\"?", 0},
|
|
|
|
{ET_SCORE, 0,0,0, 30, 'S', SKINCOLOR_BROWN, 75000, "", 0},
|
|
{ET_TIME, 0,0,0, 30, 'T', SKINCOLOR_GREY, 100*TICRATE, "", 0},
|
|
{ET_RINGS, 0,0,0, 30, 'R', SKINCOLOR_GOLD, 300, "", 0},
|
|
|
|
|
|
// AERIAL GARDEN
|
|
// ---
|
|
{0, 10176,-14304, 1796, 40, 'A', SKINCOLOR_BLUE, 0,
|
|
"A central tower,\n"
|
|
"one with many waterfalls,\n"
|
|
"hides a secret room.", 0},
|
|
{0, 480, 17696, 6496, 40, 'B', SKINCOLOR_LAVENDER, 0,
|
|
"Hidden off the path\n"
|
|
"lies a skyscraping tower.\n"
|
|
"A lake's at the top.", 0},
|
|
{0, -8896, 13248, 3362, 40, 'C', SKINCOLOR_RED, 0,
|
|
"Find all four buttons\n"
|
|
"that sink when you stand on them.\n"
|
|
"They'll open a door...", 0},
|
|
{0, -8896, -9952, 2480, 40, 'D', SKINCOLOR_ORANGE, 0,
|
|
"Much like the last one,\n"
|
|
"you need to find some switches.\n"
|
|
"Only two, this time.", 0},
|
|
{0, 13184, 18880, 6672, 40, 'E', SKINCOLOR_EMERALD, 0,
|
|
"The inner sanctum!\n"
|
|
"Teleport to its switches;\n"
|
|
"then, check near the goal.", 0},
|
|
|
|
{ET_SCORE, 0,0,0, 40, 'S', SKINCOLOR_BROWN, 300000, "", 0},
|
|
{ET_TIME, 0,0,0, 40, 'T', SKINCOLOR_GREY, 240*TICRATE, "", 0},
|
|
{ET_RINGS, 0,0,0, 40, 'R', SKINCOLOR_GOLD, 1200, "", 0},
|
|
|
|
|
|
// AZURE TEMPLE
|
|
// ---
|
|
{0, -2400, 7552, 1120, 41, 'A', SKINCOLOR_BLUE, 0,
|
|
"For those who can swim,\n"
|
|
"a long tunnel hides rewards.\n"
|
|
"Do mind the Buzzes!", 0},
|
|
{0, -64, 14016, 2072, 41, 'B', SKINCOLOR_LAVENDER, 0,
|
|
"So many skylights!\n"
|
|
"A markedly large one hides\n"
|
|
"behind a starpost...", 0},
|
|
{0, 2976, 13920, -32, 41, 'C', SKINCOLOR_RED, 0,
|
|
"When you reach gauntlets\n"
|
|
"of diagonal fire,\n"
|
|
"check out the corners.", 0},
|
|
{0, 2176, 22592, 1376, 41, 'D', SKINCOLOR_ORANGE, 0,
|
|
"A room of currents;\n"
|
|
"most of them are marked by spikes.\n"
|
|
"This one? A corner.", 0},
|
|
{0, -4128, 21344, 1120, 41, 'E', SKINCOLOR_EMERALD, 0,
|
|
"The only way to hit\n"
|
|
"all those gems at once is with\n"
|
|
"a radial blast.", 0},
|
|
|
|
{ET_SCORE, 0,0,0, 41, 'S', SKINCOLOR_BROWN, 425000, "", 0},
|
|
{ET_TIME, 0,0,0, 41, 'T', SKINCOLOR_GREY, 240*TICRATE, "", 0},
|
|
{ET_RINGS, 0,0,0, 41, 'R', SKINCOLOR_GOLD, 300, "", 0},
|
|
|
|
|
|
// FLORAL FIELD
|
|
// ---
|
|
{0, 5394, -996, 160, 50, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 50, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 50, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
|
|
|
|
|
|
// TOXIC PLATEAU
|
|
// ---
|
|
{0, 780, -1664, 32, 51, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 51, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 51, 'T', SKINCOLOR_GREY, 50*TICRATE, "", 0},
|
|
|
|
|
|
// FLOODED COVE
|
|
// ---
|
|
{0, 1824, -1888, 2448, 52, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 52, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
|
|
|
|
|
|
// CAVERN FORTRESS
|
|
// ---
|
|
{0, -3089, -431, 1328, 53, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 53, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 53, 'T', SKINCOLOR_GREY, 75*TICRATE, "", 0},
|
|
|
|
|
|
// DUSTY WASTELAND
|
|
// ---
|
|
{0, 957, 924, 2956, 54, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 54, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 54, 'T', SKINCOLOR_GREY, 65*TICRATE, "", 0},
|
|
|
|
|
|
// MAGMA CAVES
|
|
// ---
|
|
{0, -2752, 3104, 1800, 55, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 55, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 55, 'T', SKINCOLOR_GREY, 80*TICRATE, "", 0},
|
|
|
|
|
|
// EGG SATELLITE
|
|
// ---
|
|
{0, 5334, -609, 3426, 56, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 56, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 56, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
|
|
|
|
|
|
// BLACK HOLE
|
|
// ---
|
|
{0, 2108, 3776, 32, 57, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 57, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 57, 'T', SKINCOLOR_GREY, 150*TICRATE, "", 0},
|
|
|
|
|
|
// SPRING HILL
|
|
// ---
|
|
{0, -1840, -1024, 1644, 58, 'N', SKINCOLOR_RUST, 0, "", 0},
|
|
{ET_NGRADE, 0,0,0, 58, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
|
{ET_NTIME, 0,0,0, 58, 'T', SKINCOLOR_GREY, 60*TICRATE, "", 0},
|
|
};
|
|
|
|
// Default Extra Emblems
|
|
extraemblem_t extraemblems[MAXEXTRAEMBLEMS] =
|
|
{
|
|
{"Game Complete", "Complete 1P Mode", 10, 'X', SKINCOLOR_BLUE, 0},
|
|
{"All Emeralds", "Complete 1P Mode with all Emeralds", 11, 'V', SKINCOLOR_GREY, 0},
|
|
{"Perfect Bonus", "Perfect Bonus on a non-secret stage", 30, 'P', SKINCOLOR_GOLD, 0},
|
|
{"PLACEHOLDER", "PLACEHOLDER", 0, 'O', SKINCOLOR_RUST, 0},
|
|
{"NiGHTS Mastery", "Show your mastery of NiGHTS!", 22, 'W', SKINCOLOR_TEAL, 0},
|
|
};
|
|
|
|
// Default Unlockables
|
|
unlockable_t unlockables[MAXUNLOCKABLES] =
|
|
{
|
|
// Name, Objective, Menu Height, ConditionSet, Unlock Type, Variable, NoCecho, NoChecklist
|
|
/* 01 */ {"Record Attack", "/", 0, 1, SECRET_RECORDATTACK, 0, true, true, 0},
|
|
/* 02 */ {"NiGHTS Mode", "/", 0, 2, SECRET_NIGHTSMODE, 0, true, true, 0},
|
|
|
|
/* 03 */ {"Play Credits", "/", 30, 10, SECRET_CREDITS, 0, true, true, 0},
|
|
/* 04 */ {"Sound Test", "/", 40, 10, SECRET_SOUNDTEST, 0, false, false, 0},
|
|
|
|
/* 05 */ {"EXTRA LEVELS", "/", 58, 0, SECRET_HEADER, 0, true, true, 0},
|
|
|
|
/* 06 */ {"Aerial Garden Zone", "/", 70, 11, SECRET_WARP, 40, false, false, 0},
|
|
/* 07 */ {"Azure Temple Zone", "/", 80, 20, SECRET_WARP, 41, false, false, 0},
|
|
|
|
/* 08 */ {"BONUS LEVELS", "/", 98, 0, SECRET_HEADER, 0, true, true, 0},
|
|
|
|
/* 09 */ {"PLACEHOLDER", "/", 0, 0, SECRET_NONE, 0, true, true, 0},
|
|
/* 10 */ {"Mario Koopa Blast", "/", 110, 42, SECRET_WARP, 30, false, false, 0},
|
|
/* 11 */ {"PLACEHOLDER", "/", 0, 0, SECRET_NONE, 0, true, true, 0},
|
|
|
|
/* 12 */ {"Spring Hill Zone", "/", 0, 44, SECRET_NONE, 0, false, false, 0},
|
|
/* 13 */ {"Black Hole", "Get grade A in all Special Stages", 0, 50, SECRET_NONE, 0, false, true, 0},
|
|
|
|
/* 14 */ {"Emblem Hints", "/", 0, 41, SECRET_EMBLEMHINTS, 0, false, true, 0},
|
|
/* 15 */ {"Emblem Radar", "/", 0, 43, SECRET_ITEMFINDER, 0, false, true, 0},
|
|
|
|
/* 16 */ {"Pandora's Box", "/", 0, 45, SECRET_PANDORA, 0, false, false, 0},
|
|
/* 17 */ {"Level Select", "/", 20, 45, SECRET_LEVELSELECT, 1, false, true, 0},
|
|
};
|
|
|
|
// Default number of emblems and extra emblems
|
|
INT32 numemblems = 155;
|
|
INT32 numextraemblems = 5;
|
|
|
|
// DEFAULT CONDITION SETS FOR SRB2 2.1:
|
|
void M_SetupDefaultConditionSets(void)
|
|
{
|
|
memset(conditionSets, 0, sizeof(conditionSets));
|
|
|
|
// -- 1: Complete GFZ1
|
|
M_AddRawCondition(1, 1, UC_MAPBEATEN, 1, 0, 0);
|
|
|
|
// -- 2: Complete SS1
|
|
M_AddRawCondition(2, 1, UC_MAPBEATEN, 50, 0, 0);
|
|
|
|
// -- 10: Complete the game
|
|
M_AddRawCondition(10, 1, UC_GAMECLEAR, 1, 0, 0);
|
|
|
|
// -- 11: Complete the game with all emeralds
|
|
M_AddRawCondition(11, 1, UC_ALLEMERALDS, 1, 0, 0);
|
|
|
|
// -- 20: Beat AGZ
|
|
M_AddRawCondition(20, 1, UC_MAPBEATEN, 40, 0, 0);
|
|
|
|
// -- 22: Beat Black Hole
|
|
M_AddRawCondition(22, 1, UC_MAPBEATEN, 57, 0, 0);
|
|
|
|
// -- 30: Perfect Bonus
|
|
M_AddRawCondition(30, 1, UC_MAPPERFECT, 1, 0, 0);
|
|
M_AddRawCondition(30, 2, UC_MAPPERFECT, 2, 0, 0);
|
|
M_AddRawCondition(30, 3, UC_MAPPERFECT, 4, 0, 0);
|
|
M_AddRawCondition(30, 4, UC_MAPPERFECT, 5, 0, 0);
|
|
M_AddRawCondition(30, 5, UC_MAPPERFECT, 7, 0, 0);
|
|
M_AddRawCondition(30, 6, UC_MAPPERFECT, 8, 0, 0);
|
|
M_AddRawCondition(30, 7, UC_MAPPERFECT, 10, 0, 0);
|
|
M_AddRawCondition(30, 8, UC_MAPPERFECT, 11, 0, 0);
|
|
M_AddRawCondition(30, 9, UC_MAPPERFECT, 13, 0, 0);
|
|
M_AddRawCondition(30, 10, UC_MAPPERFECT, 16, 0, 0);
|
|
M_AddRawCondition(30, 11, UC_MAPPERFECT, 22, 0, 0);
|
|
M_AddRawCondition(30, 12, UC_MAPPERFECT, 23, 0, 0);
|
|
M_AddRawCondition(30, 13, UC_MAPPERFECT, 24, 0, 0);
|
|
M_AddRawCondition(30, 14, UC_MAPPERFECT, 40, 0, 0);
|
|
M_AddRawCondition(30, 15, UC_MAPPERFECT, 41, 0, 0);
|
|
|
|
// -- 40: Find 20 emblems
|
|
M_AddRawCondition(40, 1, UC_TOTALEMBLEMS, 20, 0, 0);
|
|
|
|
// -- 41: Find 40 emblems
|
|
M_AddRawCondition(41, 1, UC_TOTALEMBLEMS, 40, 0, 0);
|
|
|
|
// -- 42: Find 60 emblems
|
|
M_AddRawCondition(42, 1, UC_TOTALEMBLEMS, 60, 0, 0);
|
|
|
|
// -- 43: Find 80 emblems
|
|
M_AddRawCondition(43, 1, UC_TOTALEMBLEMS, 80, 0, 0);
|
|
|
|
// -- 44: Find 100 emblems
|
|
M_AddRawCondition(44, 1, UC_TOTALEMBLEMS, 100, 0, 0);
|
|
|
|
// -- 45: Find 160 (all) emblems
|
|
M_AddRawCondition(45, 1, UC_TOTALEMBLEMS, 160, 0, 0);
|
|
|
|
// -- 50: A rank all NiGHTS special stages
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 50, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 51, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 52, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 53, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 54, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 55, 0);
|
|
M_AddRawCondition(50, 1, UC_NIGHTSGRADE, GRADE_A, 56, 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 < 21) && (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;
|
|
}
|