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Challenge grid population improvement
* Correctly identify that two columns with only one major unlock will have 6 empty tile slots, not two. This will result in less underutilised Challenges grid space.
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1 changed files with 10 additions and 4 deletions
14
src/m_cond.c
14
src/m_cond.c
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@ -97,21 +97,27 @@ void M_PopulateChallengeGrid(void)
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{
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{
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// Getting the number of 2-highs you can fit into two adjacent columns.
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// Getting the number of 2-highs you can fit into two adjacent columns.
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UINT8 majorpad = (CHALLENGEGRIDHEIGHT/2);
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UINT8 majorpad = (CHALLENGEGRIDHEIGHT/2);
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majorpad = (nummajorunlocks+1)/majorpad;
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numempty = nummajorunlocks%majorpad;
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majorpad = (nummajorunlocks+(majorpad-1))/majorpad;
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gamedata->challengegridwidth = majorpad*2;
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gamedata->challengegridwidth = majorpad*2;
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numempty *= 4;
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#if (CHALLENGEGRIDHEIGHT % 2)
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#if (CHALLENGEGRIDHEIGHT % 2)
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// One empty per column.
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// One extra empty per column.
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numempty = gamedata->challengegridwidth;
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numempty += gamedata->challengegridwidth;
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#endif
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#endif
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//CONS_Printf("%d major unlocks means width of %d, numempty of %d\n", nummajorunlocks, gamedata->challengegridwidth, numempty);
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}
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}
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if (numunlocks > numempty)
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if (numunlocks > numempty)
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{
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{
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// Getting the number of extra columns to store normal unlocks
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// Getting the number of extra columns to store normal unlocks
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gamedata->challengegridwidth += ((numunlocks - numempty) + (CHALLENGEGRIDHEIGHT-1))/CHALLENGEGRIDHEIGHT;
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UINT16 temp = ((numunlocks - numempty) + (CHALLENGEGRIDHEIGHT-1))/CHALLENGEGRIDHEIGHT;
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gamedata->challengegridwidth += temp;
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majorcompact = 1;
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majorcompact = 1;
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//CONS_Printf("%d normal unlocks means %d extra entries, additional width of %d\n", numunlocks, (numunlocks - numempty), temp);
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}
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}
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else if (challengegridloops)
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else if (challengegridloops)
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{
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{
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