Clean up the Challenges menu code

- M_ChallengesAutoFocus handles all scenarioes where the game automatically highlights a tile, rather than via user input
    - Fix leftward scrolling onto highlighted large tiles being inconsistent between manual and auto selection
- Fix nonexistent challengegrid error case for input handler
- Way more comments, to help the maintainability of the code
This commit is contained in:
toaster 2022-12-10 19:47:21 +00:00
parent d554856d04
commit 358305d872
2 changed files with 200 additions and 185 deletions

View file

@ -4603,7 +4603,7 @@ void M_DrawChallenges(void)
V_DrawFixedPatch(0, 0, FRACUNIT, 0, bg, NULL);
}
if (!gamedata->challengegrid)
if (gamedata->challengegrid == NULL || challengesmenu.extradata == NULL)
{
V_DrawCenteredString(x, y, V_REDMAP, "No challenges available!?");
goto challengedesc;

View file

@ -6870,6 +6870,106 @@ menu_t *M_InterruptMenuWithChallenges(menu_t *desiredmenu)
return desiredmenu;
}
static void M_ChallengesAutoFocus(UINT8 unlockid, boolean fresh)
{
UINT8 i;
SINT8 work;
if (unlockid >= MAXUNLOCKABLES)
return;
challengesmenu.currentunlock = unlockid;
challengesmenu.unlockanim = 0;
if (gamedata->challengegrid == NULL || challengesmenu.extradata == NULL)
return;
for (i = 0; i < (CHALLENGEGRIDHEIGHT * gamedata->challengegridwidth); i++)
{
if (gamedata->challengegrid[i] != unlockid)
{
// Not what we're looking for.
continue;
}
if (challengesmenu.extradata[i] & CHE_CONNECTEDLEFT)
{
// no need to check for CHE_CONNECTEDUP in linear iteration
continue;
}
// Helper calculation for non-fresh scrolling.
work = (challengesmenu.col + challengesmenu.focusx);
challengesmenu.col = challengesmenu.hilix = i/CHALLENGEGRIDHEIGHT;
challengesmenu.row = challengesmenu.hiliy = i%CHALLENGEGRIDHEIGHT;
if (fresh)
{
// We're just entering the menu. Immediately jump to the desired position...
challengesmenu.focusx = 0;
// ...and since the menu is even-width, randomly select whether it's left or right of center.
if (!unlockables[unlockid].majorunlock
&& M_RandomChance(FRACUNIT/2))
challengesmenu.focusx--;
}
else
{
// We're jumping between multiple unlocks in sequence. Get the difference (looped from -range/2 < work <= range/2).
work -= challengesmenu.col;
if (work <= -gamedata->challengegridwidth/2)
work += gamedata->challengegridwidth;
else if (work >= gamedata->challengegridwidth/2)
work -= gamedata->challengegridwidth;
if (work > 0)
{
// Offset left, scroll right?
if (work > LEFTUNLOCKSCROLL)
{
work -= LEFTUNLOCKSCROLL;
challengesmenu.focusx = LEFTUNLOCKSCROLL;
}
else
{
challengesmenu.focusx = work;
work = 0;
}
}
else if (work < 0)
{
// We only need to scroll as far as the rightward edge.
if (unlockables[unlockid].majorunlock)
{
work++;
}
// Offset right, scroll left?
if (work < -RIGHTUNLOCKSCROLL)
{
challengesmenu.focusx = -RIGHTUNLOCKSCROLL;
work += RIGHTUNLOCKSCROLL;
}
else
{
challengesmenu.focusx = work;
work = 0;
}
}
else
{
// We're right where we want to be.
challengesmenu.focusx = 0;
}
// And put the pixel-based scrolling in play, too.
challengesmenu.offset = -work*16;
}
break;
}
}
void M_Challenges(INT32 choice)
{
UINT8 i;
@ -6878,7 +6978,7 @@ void M_Challenges(INT32 choice)
M_InterruptMenuWithChallenges(NULL);
MISC_ChallengesDef.prevMenu = currentMenu;
if (gamedata->challengegrid && !challengesmenu.pending)
if (gamedata->challengegrid != NULL && !challengesmenu.pending)
{
UINT8 selection[MAXUNLOCKABLES];
UINT8 numunlocks = 0;
@ -6913,30 +7013,7 @@ void M_Challenges(INT32 choice)
}
}
challengesmenu.currentunlock = selection[M_RandomKey(numunlocks)];
for (i = 0; i < (CHALLENGEGRIDHEIGHT * gamedata->challengegridwidth); i++)
{
if (gamedata->challengegrid[i] != challengesmenu.currentunlock)
{
continue;
}
if (challengesmenu.extradata[i] & CHE_CONNECTEDLEFT) // no need to check for CHE_CONNECTEDUP in linear iteration
{
continue;
}
challengesmenu.col = challengesmenu.hilix = i/CHALLENGEGRIDHEIGHT;
challengesmenu.row = challengesmenu.hiliy = i%CHALLENGEGRIDHEIGHT;
challengesmenu.focusx = 0;
if (challengesmenu.currentunlock < MAXUNLOCKABLES
&& !unlockables[challengesmenu.currentunlock].majorunlock
&& M_RandomChance(FRACUNIT/2))
challengesmenu.focusx--;
break;
}
M_ChallengesAutoFocus(selection[M_RandomKey(numunlocks)], true);
}
M_SetupNextMenu(&MISC_ChallengesDef, false);
@ -6945,169 +7022,113 @@ void M_Challenges(INT32 choice)
void M_ChallengesTick(void)
{
UINT8 i, newunlock = MAXUNLOCKABLES;
SINT8 work;
boolean fresh = (challengesmenu.currentunlock >= MAXUNLOCKABLES);
// Ticking
challengesmenu.ticker++;
challengesmenu.offset /= 2;
for (i = 0; i < CSEXPLOSIONS; i++)
{
if (setup_explosions[i].tics > 0)
setup_explosions[i].tics--;
}
if (challengesmenu.pending && challengesmenu.requestnew)
if (challengesmenu.pending)
{
challengesmenu.requestnew = false;
if ((newunlock = M_GetNextAchievedUnlock()) < MAXUNLOCKABLES)
// Pending mode.
if (challengesmenu.requestnew)
{
challengesmenu.currentunlock = newunlock;
challengesmenu.unlockanim = 0;
if (gamedata->challengegrid)
// The menu apparatus is requesting a new unlock.
challengesmenu.requestnew = false;
if ((newunlock = M_GetNextAchievedUnlock()) < MAXUNLOCKABLES)
{
for (i = 0; i < (CHALLENGEGRIDHEIGHT * gamedata->challengegridwidth); i++)
{
if (gamedata->challengegrid[i] != challengesmenu.currentunlock)
{
continue;
}
if (challengesmenu.extradata[i] & CHE_CONNECTEDLEFT) // no need to check for CHE_CONNECTEDUP in linear iteration
{
continue;
}
work = (challengesmenu.col + challengesmenu.focusx);
challengesmenu.col = challengesmenu.hilix = i/CHALLENGEGRIDHEIGHT;
challengesmenu.row = challengesmenu.hiliy = i%CHALLENGEGRIDHEIGHT;
if (fresh)
{
challengesmenu.focusx = 0;
if (!unlockables[challengesmenu.currentunlock].majorunlock
&& M_RandomChance(FRACUNIT/2))
challengesmenu.focusx--;
}
else
{
work -= challengesmenu.col;
if (work <= -gamedata->challengegridwidth/2)
work += gamedata->challengegridwidth;
else if (work >= gamedata->challengegridwidth/2)
work -= gamedata->challengegridwidth;
if (work > 0)
{
if (work > LEFTUNLOCKSCROLL)
{
work -= LEFTUNLOCKSCROLL;
challengesmenu.focusx = LEFTUNLOCKSCROLL;
}
else
{
challengesmenu.focusx = work;
work = 0;
}
}
else if (work < 0)
{
if (work < -RIGHTUNLOCKSCROLL)
{
challengesmenu.focusx = -RIGHTUNLOCKSCROLL;
work += RIGHTUNLOCKSCROLL;
}
else
{
challengesmenu.focusx = work;
work = 0;
}
}
else
{
challengesmenu.focusx = 0;
}
challengesmenu.offset = -work*16;
}
break;
}
// We got one!
M_ChallengesAutoFocus(newunlock, fresh);
}
else
{
// All done! Let's save the unlocks we've busted open.
challengesmenu.pending = false;
G_SaveGameData();
}
}
else if (challengesmenu.fade < 5)
{
// Fade increase.
challengesmenu.fade++;
}
else
{
challengesmenu.pending = false;
G_SaveGameData();
}
}
else if (challengesmenu.pending && challengesmenu.fade < 5)
challengesmenu.fade++;
else if (challengesmenu.pending)
{
if (++challengesmenu.unlockanim >= MAXUNLOCKTIME)
challengesmenu.requestnew = true;
// Unlock sequence.
if (challengesmenu.currentunlock < MAXUNLOCKABLES
&& challengesmenu.unlockanim == UNLOCKTIME)
{
gamedata->unlocked[challengesmenu.currentunlock] = true;
Z_Free(challengesmenu.extradata);
challengesmenu.extradata = M_ChallengeGridExtraData();
S_StartSound(NULL, sfx_s3k4e);
if (++challengesmenu.unlockanim >= MAXUNLOCKTIME)
{
unlockable_t *ref = &unlockables[challengesmenu.currentunlock];
UINT16 bombcolor = SKINCOLOR_NONE;
challengesmenu.requestnew = true;
}
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
if (challengesmenu.currentunlock < MAXUNLOCKABLES
&& challengesmenu.unlockanim == UNLOCKTIME)
{
// Unlock animation... also tied directly to the actual unlock!
gamedata->unlocked[challengesmenu.currentunlock] = true;
Z_Free(challengesmenu.extradata);
if ((challengesmenu.extradata = M_ChallengeGridExtraData()))
{
bombcolor = ref->color;
}
else switch (ref->type)
{
case SECRET_SKIN:
unlockable_t *ref = &unlockables[challengesmenu.currentunlock];
UINT16 bombcolor = SKINCOLOR_NONE;
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
INT32 skin = M_UnlockableSkinNum(ref);
if (skin != -1)
{
bombcolor = skins[skin].prefcolor;
}
break;
bombcolor = ref->color;
}
case SECRET_FOLLOWER:
else switch (ref->type)
{
INT32 skin = M_UnlockableFollowerNum(ref);
if (skin != -1)
case SECRET_SKIN:
{
bombcolor = K_GetEffectiveFollowerColor(followers[skin].defaultcolor, cv_playercolor[0].value);
INT32 skin = M_UnlockableSkinNum(ref);
if (skin != -1)
{
bombcolor = skins[skin].prefcolor;
}
break;
}
break;
case SECRET_FOLLOWER:
{
INT32 skin = M_UnlockableFollowerNum(ref);
if (skin != -1)
{
bombcolor = K_GetEffectiveFollowerColor(followers[skin].defaultcolor, cv_playercolor[0].value);
}
break;
}
default:
break;
}
default:
break;
}
if (bombcolor == SKINCOLOR_NONE)
{
bombcolor = cv_playercolor[0].value;
}
if (bombcolor == SKINCOLOR_NONE)
{
bombcolor = cv_playercolor[0].value;
}
i = (ref->majorunlock && M_RandomChance(FRACUNIT/2)) ? 1 : 0;
M_SetupReadyExplosions(false, challengesmenu.col, challengesmenu.row+i, bombcolor);
if (ref->majorunlock)
{
M_SetupReadyExplosions(false, challengesmenu.col+1, challengesmenu.row+(1-i), bombcolor);
i = (ref->majorunlock && M_RandomChance(FRACUNIT/2)) ? 1 : 0;
M_SetupReadyExplosions(false, challengesmenu.col, challengesmenu.row+i, bombcolor);
if (ref->majorunlock)
{
M_SetupReadyExplosions(false, challengesmenu.col+1, challengesmenu.row+(1-i), bombcolor);
}
S_StartSound(NULL, sfx_s3k4e);
}
}
}
}
else if (challengesmenu.fade > 0)
{
// Fade decrease.
challengesmenu.fade--;
challengesmenu.offset /= 2;
}
}
boolean M_ChallengesInputs(INT32 ch)
@ -7115,15 +7136,15 @@ boolean M_ChallengesInputs(INT32 ch)
const UINT8 pid = 0;
UINT8 i;
const boolean start = M_MenuButtonPressed(pid, MBT_START);
const boolean move = (menucmd[pid].dpad_ud || menucmd[pid].dpad_lr);
const boolean move = (menucmd[pid].dpad_ud != 0 || menucmd[pid].dpad_lr != 0);
(void) ch;
if (!challengesmenu.extradata)
if (challengesmenu.fade)
{
;
}
#ifdef DEVELOP
else if (M_MenuExtraPressed(pid)) // debugging
else if (M_MenuExtraPressed(pid) && challengesmenu.extradata) // debugging
{
if (challengesmenu.currentunlock < MAXUNLOCKABLES)
{
@ -7133,38 +7154,14 @@ boolean M_ChallengesInputs(INT32 ch)
M_PopulateChallengeGrid();
Z_Free(challengesmenu.extradata);
challengesmenu.extradata = M_ChallengeGridExtraData();
challengesmenu.unlockanim = 0;
for (i = 0; i < (CHALLENGEGRIDHEIGHT * gamedata->challengegridwidth); i++)
{
if (gamedata->challengegrid[i] != challengesmenu.currentunlock)
{
continue;
}
if (challengesmenu.extradata[i] & CHE_CONNECTEDLEFT) // no need to check for CHE_CONNECTEDUP in linear iteration
{
continue;
}
challengesmenu.col = challengesmenu.hilix = i/CHALLENGEGRIDHEIGHT;
challengesmenu.row = challengesmenu.hiliy = i%CHALLENGEGRIDHEIGHT;
challengesmenu.focusx = 0;
if (!unlockables[challengesmenu.currentunlock].majorunlock
&& M_RandomChance(FRACUNIT/2))
challengesmenu.focusx--;
break;
}
M_ChallengesAutoFocus(challengesmenu.currentunlock, true);
challengesmenu.pending = true;
}
return true;
}
#endif
else if (challengesmenu.fade)
;
else
{
if (M_MenuBackPressed(pid) || start)
@ -7178,9 +7175,12 @@ boolean M_ChallengesInputs(INT32 ch)
return true;
}
// Determine movement around the grid
if (move)
if (challengesmenu.extradata != NULL && move)
{
// Determine movement around the grid
// For right/down movement, we can pre-determine the number of steps based on extradata.
// For left/up movement, we can't - we have to be ready to iterate twice, and break early if we don't run into a large tile.
if (menucmd[pid].dpad_ud > 0)
{
i = 2;
@ -7233,8 +7233,13 @@ boolean M_ChallengesInputs(INT32 ch)
i = 2;
while (i > 0)
{
// Slide the focus counter to movement, if we can.
if (challengesmenu.focusx > -RIGHTUNLOCKSCROLL)
{
challengesmenu.focusx--;
}
// Step the actual column right.
if (challengesmenu.col < gamedata->challengegridwidth-1)
{
challengesmenu.col++;
@ -7243,6 +7248,7 @@ boolean M_ChallengesInputs(INT32 ch)
{
challengesmenu.col = 0;
}
if (!(challengesmenu.extradata[
(challengesmenu.col * CHALLENGEGRIDHEIGHT)
+ challengesmenu.row]
@ -7250,6 +7256,7 @@ boolean M_ChallengesInputs(INT32 ch)
{
break;
}
i--;
}
S_StartSound(NULL, sfx_s3k5b);
@ -7263,8 +7270,13 @@ boolean M_ChallengesInputs(INT32 ch)
& CHE_CONNECTEDLEFT) ? 2 : 1;
while (i > 0)
{
// Slide the focus counter to movement, if we can.
if (challengesmenu.focusx < LEFTUNLOCKSCROLL)
{
challengesmenu.focusx++;
}
// Step the actual column left.
if (challengesmenu.col > 0)
{
challengesmenu.col--;
@ -7273,6 +7285,7 @@ boolean M_ChallengesInputs(INT32 ch)
{
challengesmenu.col = gamedata->challengegridwidth-1;
}
i--;
}
S_StartSound(NULL, sfx_s3k5b);
@ -7289,6 +7302,8 @@ boolean M_ChallengesInputs(INT32 ch)
if (challengesmenu.currentunlock < MAXUNLOCKABLES
&& unlockables[challengesmenu.currentunlock].majorunlock)
{
// Adjust highlight coordinates up/to the left for large tiles.
if (challengesmenu.hiliy > 0 && (challengesmenu.extradata[i] & CHE_CONNECTEDUP))
{
challengesmenu.hiliy--;