* Singleplayer save-complete level select now following new system.

* More comprehensive "pick up where you left off" system.
* Made individual map name selection actually take into account the map name AND the act number if the heading isn't the zone name.
This commit is contained in:
toasterbabe 2017-01-27 23:16:35 +00:00
parent 7178ae5916
commit 2737d08107

View file

@ -645,9 +645,6 @@ static menuitem_t SR_MainMenu[] =
static menuitem_t SR_LevelSelectMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
/* {IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 60},
{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 120},*/
};
static menuitem_t SR_UnlockChecklistMenu[] =
@ -692,9 +689,7 @@ static menuitem_t SP_LoadGameMenu[] =
// Single Player Level Select
static menuitem_t SP_LevelSelectMenu[] =
{
{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 60},
{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 120},
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
};
// Single Player Time Attack
@ -1433,12 +1428,12 @@ menu_t SR_MainDef =
};
menu_t SR_LevelSelectDef =
{
0,
NULL,
sizeof (SR_LevelSelectMenu)/sizeof (menuitem_t),
&SR_MainDef,
SR_LevelSelectMenu,
M_DrawLevelPlatterMenu,
40, 40,
0, 0,
0,
NULL
};
@ -1478,7 +1473,18 @@ menu_t SP_LoadDef =
0,
NULL
};
menu_t SP_LevelSelectDef = MAPICONMENUSTYLE(NULL, SP_LevelSelectMenu, &SP_LoadDef);
menu_t SP_LevelSelectDef =
{
NULL,
sizeof (SP_LevelSelectMenu)/sizeof (menuitem_t),
&SP_LoadDef,
SP_LevelSelectMenu,
M_DrawLevelPlatterMenu,
0, 0,
0,
NULL
};
menu_t SP_GameStatsDef =
{
@ -3556,22 +3562,24 @@ static boolean M_CanShowLevelOnPlatter(INT32 mapnum, INT32 gt)
return false;
}
/*static INT32 M_CountLevelsToShowOnPlatter(INT32 gt)
#if 0
static INT32 M_CountLevelsToShowOnPlatter(INT32 gt)
{
INT32 mapnum, count = 0;
for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
if (M_CanShowLevelInPlatter(mapnum, gt))
if (M_CanShowLevelOnPlatter(mapnum, gt))
count++;
return count;
}*/
}
#endif
static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
{
INT32 mapnum, prevmapnum, col = 0, rows = 0;
INT32 mapnum = 0, prevmapnum = 0, col = 0, rows = 0;
for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
while (mapnum < NUMMAPS)
{
if (M_CanShowLevelOnPlatter(mapnum, gt))
{
@ -3590,6 +3598,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
}
prevmapnum = mapnum;
}
mapnum++;
}
return rows;
@ -3598,7 +3607,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
static boolean M_PrepareLevelPlatter(INT32 gt)
{
INT32 numrows = M_CountRowsToShowOnPlatter(gt);
INT32 mapnum, col = 0, row = 0;
INT32 mapnum, desiredmap, col = 0, row = 0;
if (!numrows)
return false;
@ -3615,6 +3624,8 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
// done here so lsrow and lscol can be set if cv_nextmap is on the platter
lsrow = lscol = lstic = lshli = lsoffs[0] = lsoffs[1] = 0;
desiredmap = ((Playing()) ? gamemap: cv_nextmap.value);
for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
{
if (M_CanShowLevelOnPlatter(mapnum, gt))
@ -3638,21 +3649,32 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
levelselect.rows[row].maplist[col] = mapnum+1; // putting the map on the platter
levelselect.rows[row].mapavailable[col] = M_LevelAvailableOnPlatter(mapnum);
if (cv_nextmap.value == mapnum+1) // A little quality of life improvement.
if (desiredmap == mapnum+1) // A little quality of life improvement.
{
lsrow = row;
lscol = col;
}
// individual map name
if (!levelselect.rows[row].mapavailable[col])
sprintf(levelselect.rows[row].mapnames[col], "???");
else if (actnum)
sprintf(levelselect.rows[row].mapnames[col], "ACT %d", actnum);
else if (headingisname)
sprintf(levelselect.rows[row].mapnames[col], "THE ACT", actnum);
if (levelselect.rows[row].mapavailable[col])
{
if (headingisname)
{
if (actnum)
sprintf(levelselect.rows[row].mapnames[col], "ACT %d", actnum);
else
sprintf(levelselect.rows[row].mapnames[col], "THE ACT");
}
else
{
if (actnum)
sprintf(levelselect.rows[row].mapnames[col], "%s %d", mapheaderinfo[mapnum]->lvlttl, actnum);
else
sprintf(levelselect.rows[row].mapnames[col], "%s", mapheaderinfo[mapnum]->lvlttl);
}
}
else
sprintf(levelselect.rows[row].mapnames[col], "%s", mapheaderinfo[mapnum]->lvlttl);
sprintf(levelselect.rows[row].mapnames[col], "???");
// creating header text
if (!col && (!row || !(fastcmp(mapheaderinfo[mapnum]->selectheading, mapheaderinfo[levelselect.rows[row-1].maplist[0]-1]->selectheading))))
@ -4650,6 +4672,7 @@ static void M_CustomLevelSelect(INT32 choice)
SR_LevelSelectDef.prevMenu = currentMenu;
levellistmode = LLM_LEVELSELECT;
maplistoption = (UINT8)(unlockables[ul].variable);
if (!M_PrepareLevelPlatter(-1))
{
M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
@ -4677,17 +4700,17 @@ static void M_SinglePlayerMenu(INT32 choice)
static void M_LoadGameLevelSelect(INT32 choice)
{
(void)choice;
SP_LevelSelectDef.prevMenu = currentMenu;
levellistmode = LLM_LEVELSELECT;
maplistoption = 1;
if (M_CountLevelsToShowInList() == 0)
if (!M_PrepareLevelPlatter(-1))
{
M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
return;
}
SP_LevelSelectDef.prevMenu = currentMenu;
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_LevelSelectDef);
}