This reverts commit f72475b557, reversing
changes made to 0c89c85aae.
Sorry Generic this branch is really cool but it needs more work. I shouldn't have merged it too early...
Replaces g_splitscreen.c with g_party.cpp. Simplifies
party management functions.
Moves externs out of already bloated doomstat.h and
g_game.h into g_party.h.
Cuts down on globals spam.
More or less a port with gamecontrols left untouched.
Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
check which of data2/3 is INT32_MAX and which one isn't
(pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault
Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
after the removal of axis cvars (gamepad select and deadzone)
See cd8862f0's message for more details
Many new options have been added.
You can now specify "menucolor" when creating a gametype. This accepts a V_ colorchar flag (IE V_PURPLEMAP) and will be used to color hud elements in menus and on the HUD.
Encore is now controlled by GTR_ENCORE. This allows for custom modes that don't accept encore.
Itemodds are now controlled by GTR_RACEODDS and GTR_BATTLEODDS respectively. If neither is specified on gametype creation, completely random items will be rolled.
General GTR_FREEROAM adjustments
Rather than setting udmf earlier in P_SetupLevel and continuing to awkwardly
check udmf everywhere, I'm adding a new global solely for compat purposes.
For now, have it mirror udmf to avoid supporting two binary formats.
(still keeping the 2.2 conversion code tho?)
Foundational assistive work.
Also guarantees a consistent cup name length in memory, as some places read/wrote 15 bytes, and some places read/wrote 16 bytes. We settle on the latter (including null terminator) for the broadest backwards compatibility.
G: partial merge, missing lots of cup stuff
- Defaults to 1, AKA Sonic 1/2 monitor
- Set to 2 for Sonic 3k monitor
- Supports a range of 1-9 and A-Z
- Permits fine-grained rapid-prototype stretch goal Chaotix monitor stuff later in development
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
* Add a cache of level IDs to cups, to go with the strings.
* Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
* Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
* Countdowntimer? 💥
* Startrings? 💥
* sstimer/ssspheres? 💥
* forcecharacter? 💥 (distinct from forceskin)
* interscreen? 💥
* sstage_start/end and smpstage_start/end? 💥💥💥💥
* You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
- mapvisited and recorddata_t (previously mainrecords)
- Changed how gamedata is saved and loaded
- Change the versioncheck (funny hex provided by chengi) AND call it `developringdata.dat` in develop builds
- Fix a bunch of off-by-ones in condition and emblem data
ALSO, for Time Attack:
- Fix menu not showing off your times
- Now save times even when gamedata modified, since the menu didn't care (come back to it?)
- Don't save times or do intermission screen if the Capsule Attack ended because you lost all your bumpers
- Fix a crash adding ghosts in Capsule Attack
- Refactor significantly (now has its own func, `G_GetNextMap`)
- If gametype uses cups, iterate through cups to find the current level, then grab the next valid level
- If not, get the next valid mapheader for your gametype
- SOC `nextmap`/`marathonnext` is not just deprecated but REMOVED
- Hide the NEXTMAP_ constants again, but leave support dummied out for if we have them publically accessible again
- Also get rid of a bunch of OTHER mapheader stuff we're never gonna use
- NiGHTS Grades? NOPE
- Vanilla titlecard patches? NOPE
- Boss music fadeout/replacement? NOPE
- Select Heading? NOPE
- You've been blocked.
- Don't show maps without lumps on the level select list
- this is me being petty, but making it NOTIMEATTACK in SOC instead of TIMEATTACK so we can reconsider the maps with/without them.