* Level Platter system added to Record/NiGHTS Attack modes.

* Made quality-of-life improvement for starting the player off on the "right" map more reliable.
This commit is contained in:
toasterbabe 2017-01-28 13:13:03 +00:00
parent 3574b598d6
commit a23da9ae43
5 changed files with 183 additions and 43 deletions

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@ -1532,6 +1532,8 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
CV_SetValue(&cv_nextmap, mapnum);
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);

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@ -238,7 +238,9 @@ menu_t MISC_ScrambleTeamDef, MISC_ChangeTeamDef;
// Single Player
static void M_LoadGame(INT32 choice);
static void M_TimeAttackLevelSelect(INT32 choice);
static void M_TimeAttack(INT32 choice);
static void M_NightsAttackLevelSelect(INT32 choice);
static void M_NightsAttack(INT32 choice);
static void M_Statistics(INT32 choice);
static void M_ReplayTimeAttack(INT32 choice);
@ -354,6 +356,7 @@ static void M_HandleFogColor(INT32 choice);
static void M_HandleVideoMode(INT32 choice);
// Consvar onchange functions
static boolean M_SetNextMapOnPlatter(void);
static void Nextmap_OnChange(void);
static void Newgametype_OnChange(void);
static void Dummymares_OnChange(void);
@ -666,10 +669,10 @@ static menuitem_t SR_EmblemHintMenu[] =
// Single Player Main
static menuitem_t SP_MainMenu[] =
{
{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 92},
{IT_SECRET, NULL, "Record Attack", M_TimeAttack, 100},
{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttack, 108},
{IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 116},
{IT_CALL | IT_STRING, NULL, "Start Game", M_LoadGame, 92},
{IT_SECRET, NULL, "Record Attack", M_TimeAttackLevelSelect, 100},
{IT_SECRET, NULL, "NiGHTS Mode", M_NightsAttackLevelSelect, 108},
{IT_CALL | IT_STRING | IT_CALL_NOTMODIFIED, NULL, "Statistics", M_Statistics, 116},
};
enum
@ -692,6 +695,12 @@ static menuitem_t SP_LevelSelectMenu[] =
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
};
// Single Player Time Attack Level Select
static menuitem_t SP_TimeAttackLevelSelectMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
};
// Single Player Time Attack
static menuitem_t SP_TimeAttackMenu[] =
{
@ -784,6 +793,12 @@ static menuitem_t SP_NightsGhostMenu[] =
{IT_WHITESTRING|IT_SUBMENU, NULL, "Back", &SP_NightsAttackDef, 50}
};
// Single Player Nights Attack Level Select
static menuitem_t SP_NightsAttackLevelSelectMenu[] =
{
{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
};
// Single Player Nights Attack
static menuitem_t SP_NightsAttackMenu[] =
{
@ -1478,7 +1493,7 @@ menu_t SP_LevelSelectDef =
{
NULL,
sizeof (SP_LevelSelectMenu)/sizeof (menuitem_t),
&SP_LoadDef,
&MainDef, // Doesn't matter.
SP_LevelSelectMenu,
M_DrawLevelPlatterMenu,
0, 0,
@ -1509,6 +1524,17 @@ menu_t SP_LevelStatsDef =
NULL
};
menu_t SP_TimeAttackLevelSelectDef =
{
"M_ATTACK",
sizeof (SP_TimeAttackLevelSelectMenu)/sizeof (menuitem_t),
&MainDef, // Doesn't matter.
SP_TimeAttackLevelSelectMenu,
M_DrawLevelPlatterMenu,
0, 0,
0,
NULL
};
static menu_t SP_TimeAttackDef =
{
"M_ATTACK",
@ -1518,7 +1544,7 @@ static menu_t SP_TimeAttackDef =
M_DrawTimeAttackMenu,
32, 40,
0,
NULL
M_SetNextMapOnPlatter
};
static menu_t SP_ReplayDef =
{
@ -1554,6 +1580,17 @@ static menu_t SP_GhostDef =
NULL
};
menu_t SP_NightsAttackLevelSelectDef =
{
"M_NIGHTS", // HAMALAYAN
sizeof (SP_NightsAttackLevelSelectMenu)/sizeof (menuitem_t),
&MainDef, // Doesn't matter.
SP_NightsAttackLevelSelectMenu,
M_DrawLevelPlatterMenu,
0, 0,
0,
NULL
};
static menu_t SP_NightsAttackDef =
{
"M_NIGHTS",
@ -1563,7 +1600,7 @@ static menu_t SP_NightsAttackDef =
M_DrawNightsAttackMenu,
32, 40,
0,
NULL
M_SetNextMapOnPlatter
};
static menu_t SP_NightsReplayDef =
{
@ -1775,6 +1812,7 @@ static void Nextmap_OnChange(void)
if (currentMenu == &SP_NightsAttackDef)
{
M_SetNextMapOnPlatter();
CV_StealthSetValue(&cv_dummymares, 0);
// Hide the record changing CVAR if only one mare is available.
if (!nightsrecords[cv_nextmap.value-1] || nightsrecords[cv_nextmap.value-1]->nummares < 2)
@ -2414,7 +2452,7 @@ boolean M_Responder(event_t *ev)
multiplayer = false;
}
if (currentMenu == &SP_TimeAttackDef || currentMenu == &SP_NightsAttackDef)
if ((currentMenu->prevMenu == &MainDef) && (currentMenu == &SP_TimeAttackDef || currentMenu == &SP_NightsAttackDef))
{
// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
menuactive = false;
@ -3604,6 +3642,27 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
return rows;
}
static boolean M_SetNextMapOnPlatter(void)
{
INT32 row, col = 0;
while (col < 3)
{
row = 0;
while (row < levelselect.numrows)
{
if (levelselect.rows[row].maplist[col] == cv_nextmap.value)
{
lsrow = row;
lscol = col;
return true;
}
row++;
}
col++;
}
return true;
}
//
// M_PrepareLevelPlatter
//
@ -3613,7 +3672,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
static boolean M_PrepareLevelPlatter(INT32 gt)
{
INT32 numrows = M_CountRowsToShowOnPlatter(gt);
INT32 mapnum, desiredmap, col = 0, row = 0;
INT32 mapnum, col = 0, row = 0;
if (!numrows)
return false;
@ -3630,8 +3689,6 @@ 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))
@ -3655,7 +3712,7 @@ 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 (desiredmap == mapnum+1) // A little quality of life improvement.
if (cv_nextmap.value == mapnum+1) // A little quality of life improvement.
{
lsrow = row;
lscol = col;
@ -3810,10 +3867,17 @@ static void M_HandleLevelPlatter(INT32 choice)
case KEY_ENTER:
selectvalnextmapnobrace(lscol)
M_LevelSelectWarp(0);
lsoffs[0] = lsoffs[1] = 0;
S_StartSound(NULL,sfx_menu1);
if (gamestate == GS_TIMEATTACK)
{
if (currentMenu == &SP_TimeAttackLevelSelectDef)
M_TimeAttack(-1);
else
M_NightsAttack(-1);
}
else
M_LevelSelectWarp(0);
}
else if (!lsoffs[0]) // prevent sound spam
{
@ -3833,7 +3897,16 @@ static void M_HandleLevelPlatter(INT32 choice)
if (exitmenu)
{
if (currentMenu->prevMenu)
M_SetupNextMenu (currentMenu->prevMenu);
{
if (gamestate == GS_TIMEATTACK)
{
// D_StartTitle does its own wipe, since GS_TIMEATTACK is now a complete gamestate.
menuactive = false;
D_StartTitle();
}
else
M_SetupNextMenu (currentMenu->prevMenu);
}
else
M_ClearMenus(true);
}
@ -3917,6 +3990,9 @@ static void M_DrawLevelPlatterMenu(void)
if (++lstic == 32)
lstic = 0;
if (gamestate == GS_TIMEATTACK)
V_DrawPatchFill(W_CachePatchName("SRB2BACK", PU_CACHE));
// finds row at top of the screen
while (y > 0)
{
@ -3948,6 +4024,8 @@ static void M_DrawLevelPlatterMenu(void)
lsoffs[1] = 2*lsoffs[1]/3;
else
lsoffs[1] = 0;
M_DrawMenuTitle();
}
#undef basey
@ -5825,33 +5903,63 @@ void M_DrawTimeAttackMenu(void)
}
}
// Going to Time Attack menu...
static void M_TimeAttack(INT32 choice)
static void M_TimeAttackLevelSelect(INT32 choice)
{
(void)choice;
levellistmode = LLM_RECORDATTACK;
memset(skins_cons_t, 0, sizeof (skins_cons_t));
levellistmode = LLM_RECORDATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
if (!M_PrepareLevelPlatter(-1))
{
M_StartMessage(M_GetText("No record-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
memset(skins_cons_t, 0, sizeof (skins_cons_t));
M_PatchSkinNameTable();
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_TimeAttackDef);
Nextmap_OnChange();
itemOn = tastart; // "Start" is selected.
M_SetupNextMenu(&SP_TimeAttackLevelSelectDef);
G_SetGamestate(GS_TIMEATTACK);
S_ChangeMusicInternal("_inter", true);
}
// Going to Time Attack menu...
static void M_TimeAttack(INT32 choice)
{
const boolean direct = (choice != -1); // Are we coming from SP_TimeAtttackLevelSelect?
if (direct)
{
SP_TimeAttackDef.prevMenu = &MainDef;
levellistmode = LLM_RECORDATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No record-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
memset(skins_cons_t, 0, sizeof (skins_cons_t));
M_PatchSkinNameTable();
M_PrepareLevelSelect();
}
else
SP_TimeAttackDef.prevMenu = currentMenu;
M_SetupNextMenu(&SP_TimeAttackDef);
if (direct)
{
Nextmap_OnChange();
G_SetGamestate(GS_TIMEATTACK);
S_ChangeMusicInternal("_inter", true);
}
itemOn = tastart; // "Start" is selected.
}
// Drawing function for Nights Attack
void M_DrawNightsAttackMenu(void)
{
@ -5957,34 +6065,64 @@ void M_DrawNightsAttackMenu(void)
}
}
// Going to Nights Attack menu...
static void M_NightsAttack(INT32 choice)
static void M_NightsAttackLevelSelect(INT32 choice)
{
(void)choice;
levellistmode = LLM_NIGHTSATTACK;
memset(skins_cons_t, 0, sizeof (skins_cons_t));
levellistmode = LLM_NIGHTSATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
if (!M_PrepareLevelPlatter(-1))
{
M_StartMessage(M_GetText("No NiGHTS-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
// This is really just to make sure Sonic is the played character, just in case
memset(skins_cons_t, 0, sizeof (skins_cons_t));
M_PatchSkinNameTable();
M_PrepareLevelSelect();
M_SetupNextMenu(&SP_NightsAttackDef);
Nextmap_OnChange();
itemOn = nastart; // "Start" is selected.
M_SetupNextMenu(&SP_NightsAttackLevelSelectDef);
G_SetGamestate(GS_TIMEATTACK);
S_ChangeMusicInternal("_inter", true);
}
// Going to Nights Attack menu...
static void M_NightsAttack(INT32 choice)
{
const boolean direct = (choice != -1); // Are we coming from SP_TimeAtttackLevelSelect?
if (direct)
{
SP_NightsAttackDef.prevMenu = &MainDef;
levellistmode = LLM_NIGHTSATTACK; // Don't be dependent on cv_newgametype
if (M_CountLevelsToShowInList() == 0)
{
M_StartMessage(M_GetText("No NiGHTS-attackable levels found.\n"),NULL,MM_NOTHING);
return;
}
// This is really just to make sure Sonic is the played character, just in case
memset(skins_cons_t, 0, sizeof (skins_cons_t));
M_PatchSkinNameTable();
M_PrepareLevelSelect();
}
else
SP_NightsAttackDef.prevMenu = currentMenu;
M_SetupNextMenu(&SP_NightsAttackDef);
if (direct)
{
Nextmap_OnChange();
G_SetGamestate(GS_TIMEATTACK);
S_ChangeMusicInternal("_inter", true);
}
itemOn = nastart; // "Start" is selected.
}
// Player has selected the "START" from the nights attack screen
static void M_ChooseNightsAttack(INT32 choice)
{

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@ -909,7 +909,7 @@ static inline boolean I_SkipFrame(void)
case GS_LEVEL:
if (!paused)
return false;
case GS_TIMEATTACK:
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default:

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@ -1311,7 +1311,7 @@ static inline boolean I_SkipFrame(void)
case GS_LEVEL:
if (!paused)
return false;
case GS_TIMEATTACK:
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
case GS_WAITINGPLAYERS:
return skip; // Skip odd frames
default:

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@ -322,7 +322,7 @@ static inline boolean I_SkipFrame(void)
case GS_LEVEL:
if (!paused)
return false;
case GS_TIMEATTACK:
//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
#ifndef CLIENT_LOADINGSCREEN
case GS_WAITINGPLAYERS:
#endif