A heaping of polish

* Challengegrid now loops and scrolls horizontally.
    - Scroll position currently tied directly to selected row/column, but can (and will) be seperated relatively easily later.
    - In `DEVELOP` builds always scrolls - but in release builds, if someone makes a custom gamedata with less than 20 challengegrid columns (BASEVIDWIDTH/16), it'll remain static.
* Challenge ticker now automatically unlocks all pending at a rate of ~one per second.
    - Based on VC discussion and Kirby Air Ride.
    - Since no user input necessary, screen is now part-faded when unlocks are pending.
* Drawing a specific grid tile is now its own `k_menudraw.c` function.
* There is now a light grey grid around unselected tiles.
* Unlock explosions now use the tile's colour or, if not provided, the current profile's color.
This commit is contained in:
toaster 2022-12-04 15:30:38 +00:00
parent fefaee1982
commit be38ba1511
6 changed files with 241 additions and 149 deletions

View file

@ -656,7 +656,7 @@ extern UINT8 setup_maxpage;
#define CSEXPLOSIONS 48
extern struct setup_explosions_s {
UINT16 x, y;
INT16 x, y;
UINT8 tics;
UINT16 color;
} setup_explosions[CSEXPLOSIONS];
@ -1084,7 +1084,7 @@ void M_DrawAddons(void);
// Challenges menu:
#define UNLOCKTIME 5
#define MAXUNLOCKTIME 35
#define MAXUNLOCKTIME TICRATE
// Keep track of some pause menu data for visual goodness.
extern struct challengesmenu_s {
@ -1092,6 +1092,7 @@ extern struct challengesmenu_s {
tic_t ticker; // How long the menu's been open for
INT16 offset; // To make the icons move smoothly when we transition!
UINT8 fade;
UINT8 currentunlock;
tic_t unlockanim;

View file

@ -1756,7 +1756,7 @@ menu_t MISC_ChallengesDef = {
&MainDef,
0,
MISC_ChallengesMenu,
14, 32,
BASEVIDWIDTH/2, 32,
0, 0,
98, 0,
M_DrawChallenges,

View file

@ -1480,7 +1480,7 @@ static void M_DrawCharSelectPreview(UINT8 num)
}
}
static void M_DrawCharSelectExplosions(boolean charsel, UINT16 basex, UINT16 basey)
static void M_DrawCharSelectExplosions(boolean charsel, INT16 basex, INT16 basey)
{
UINT8 i;
INT16 quadx = 0, quady = 0;
@ -4480,16 +4480,123 @@ void M_DrawAddons(void)
#undef addonsseperation
void M_DrawChallenges(void)
#define challengesbordercolor 8
static void M_DrawChallengeTile(INT16 i, INT16 j, INT32 x, INT32 y, boolean hili)
{
INT32 x = currentMenu->x, y = currentMenu->y;
UINT8 i, j, id, num, work;
const char *str;
INT16 offset;
unlockable_t *ref = NULL;
patch_t *pat;
UINT8 *colormap;
fixed_t siz;
UINT8 id, num, work;
id = (i * CHALLENGEGRIDHEIGHT) + j;
num = gamedata->challengegrid[id];
// Empty spots in the grid are always unconnected.
if (num >= MAXUNLOCKABLES)
{
V_DrawFill(x, y, 16, 16, 27);
ref = NULL;
goto drawborder;
}
// Okay, this is what we want to draw.
ref = &unlockables[num];
// ...unless we simply aren't unlocked yet.
if ((gamedata->unlocked[num] == false)
|| (challengesmenu.pending && num == challengesmenu.currentunlock && challengesmenu.unlockanim <= UNLOCKTIME))
{
work = (ref->majorunlock) ? 2 : 1;
V_DrawFill(x, y, 16*work, 16*work,
((challengesmenu.extradata[id] == CHE_HINT) ? 134 : 12));
goto drawborder;
}
pat = missingpat;
colormap = NULL;
if (ref->icon != NULL && ref->icon[0])
{
pat = W_CachePatchName(ref->icon, PU_CACHE);
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
colormap = R_GetTranslationColormap(TC_DEFAULT, ref->color, GTC_MENUCACHE);
}
}
else switch (ref->type)
{
case SECRET_SKIN:
{
INT32 skin = M_UnlockableSkinNum(ref);
if (skin != -1)
{
colormap = R_GetTranslationColormap(skin, skins[skin].prefcolor, GTC_MENUCACHE);
pat = faceprefix[skin][(ref->majorunlock) ? FACE_WANTED : FACE_RANK];
}
break;
}
case SECRET_FOLLOWER:
{
INT32 skin = M_UnlockableFollowerNum(ref);
if (skin != -1)
{
UINT16 col = K_GetEffectiveFollowerColor(followers[skin].defaultcolor, cv_playercolor[0].value);
colormap = R_GetTranslationColormap(skin, col, GTC_MENUCACHE);
pat = W_CachePatchName(followers[skin].icon, PU_CACHE);
}
break;
}
default:
{
pat = W_CachePatchName(va("UN_RR00%c", ref->majorunlock ? 'B' : 'A'), PU_CACHE);
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
//CONS_Printf(" color for %d is %s\n", num, skincolors[unlockables[num].color].name);
colormap = R_GetTranslationColormap(TC_RAINBOW, ref->color, GTC_MENUCACHE);
}
break;
}
}
siz = (SHORT(pat->width) << FRACBITS);
siz = FixedDiv(((ref->majorunlock) ? 32 : 16) << FRACBITS, siz);
V_DrawFixedPatch(
x*FRACUNIT, y*FRACUNIT,
siz,
0, pat,
colormap
);
drawborder:
if (!hili)
{
work = 16 * ((ref && ref->majorunlock) ? 2 : 1);
// Horizontal
V_DrawFill(x, y , work, 1, challengesbordercolor);
V_DrawFill(x, y + work-1, work, 1, challengesbordercolor);
// Vertical
V_DrawFill(x , y+1, 1, work-2, challengesbordercolor);
V_DrawFill(x + work-1, y+1, 1, work-2, challengesbordercolor);
return;
}
V_DrawFixedPatch(
x*FRACUNIT, y*FRACUNIT,
((ref != NULL && ref->majorunlock) ? FRACUNIT*2 : FRACUNIT),
0, kp_facehighlight[(challengesmenu.ticker / 4) % 8],
NULL
);
}
void M_DrawChallenges(void)
{
INT32 x = currentMenu->x, explodex, selectx;
INT32 y = currentMenu->y;
INT16 i, j;
const char *str;
INT16 offset;
{
patch_t *bg = W_CachePatchName("M_XTRABG", PU_CACHE);
@ -4498,119 +4605,79 @@ void M_DrawChallenges(void)
if (!gamedata->challengegrid)
{
V_DrawString(x, y, V_REDMAP, "No challenges available!?");
V_DrawCenteredString(x, y, V_REDMAP, "No challenges available!?");
goto challengedesc;
}
for (i = 0; i < gamedata->challengegridwidth; i++)
x -= 16;
if (challengegridloops)
{
i = challengesmenu.col;
explodex = x - (i*16);
while (x < BASEVIDWIDTH-16)
{
i = (i + 1) % gamedata->challengegridwidth;
x += 16;
}
}
else
{
if (gamedata->challengegridwidth & 1)
x += 8;
i = gamedata->challengegridwidth-1;
explodex = x - (i*16)/2;
x += (i*16)/2;
V_DrawFill(0, currentMenu->y, explodex, (CHALLENGEGRIDHEIGHT*16), challengesbordercolor);
V_DrawFill((x+16), currentMenu->y, BASEVIDWIDTH - (x+16), (CHALLENGEGRIDHEIGHT*16), challengesbordercolor);
}
selectx = explodex + (challengesmenu.hilix*16);
V_DrawFill(0, (currentMenu->y)-1 , BASEVIDWIDTH, 1, challengesbordercolor);
V_DrawFill(0, (currentMenu->y) + (CHALLENGEGRIDHEIGHT*16), BASEVIDWIDTH, 1, challengesbordercolor);
while (i >= 0 && x >= -32)
{
y = currentMenu->y-16;
for (j = 0; j < CHALLENGEGRIDHEIGHT; j++)
{
y += 16;
id = (i * CHALLENGEGRIDHEIGHT) + j;
if (challengesmenu.extradata[id] & CHE_DONTDRAW)
if (challengesmenu.extradata[(i * CHALLENGEGRIDHEIGHT) + j] & CHE_DONTDRAW)
{
continue;
}
num = gamedata->challengegrid[id];
// Empty spots in the grid are always unconnected.
if (num >= MAXUNLOCKABLES)
if (x == selectx && j == challengesmenu.hiliy)
{
V_DrawFill(x, y, 16, 16, 27);
ref = NULL;
goto drawborder;
}
// Okay, this is what we want to draw.
ref = &unlockables[num];
// ...unless we simply aren't unlocked yet.
if ((gamedata->unlocked[num] == false)
|| (challengesmenu.pending && num == challengesmenu.currentunlock && challengesmenu.unlockanim <= UNLOCKTIME))
{
work = (ref->majorunlock) ? 2 : 1;
V_DrawFill(x, y, 16*work, 16*work,
((challengesmenu.extradata[id] == CHE_HINT) ? 130 : 12)
+ ((i & work) != (j & work) ? 0 : 2) + (work-1)); // funny checkerboard pattern
goto drawborder;
}
pat = missingpat;
colormap = NULL;
if (ref->icon != NULL)
{
pat = W_CachePatchName(ref->icon, PU_CACHE);
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
colormap = R_GetTranslationColormap(TC_DEFAULT, ref->color, GTC_MENUCACHE);
}
}
else switch (ref->type)
{
case SECRET_SKIN:
{
INT32 skin = M_UnlockableSkinNum(ref);
if (skin != -1)
{
colormap = R_GetTranslationColormap(skin, skins[skin].prefcolor, GTC_MENUCACHE);
pat = faceprefix[skin][(ref->majorunlock) ? FACE_WANTED : FACE_RANK];
}
break;
}
case SECRET_FOLLOWER:
{
INT32 skin = M_UnlockableFollowerNum(ref);
if (skin != -1)
{
UINT16 col = K_GetEffectiveFollowerColor(followers[skin].defaultcolor, cv_playercolor[0].value);
colormap = R_GetTranslationColormap(skin, col, GTC_MENUCACHE);
pat = W_CachePatchName(followers[skin].icon, PU_CACHE);
}
break;
}
default:
{
pat = W_CachePatchName(va("UN_RR00%c", ref->majorunlock ? 'B' : 'A'), PU_CACHE);
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
CONS_Printf(" color for %d is %s\n", num, skincolors[unlockables[num].color].name);
colormap = R_GetTranslationColormap(TC_RAINBOW, ref->color, GTC_MENUCACHE);
}
break;
}
}
siz = (SHORT(pat->width) << FRACBITS);
siz = FixedDiv(((ref->majorunlock) ? 32 : 16) << FRACBITS, siz);
V_DrawFixedPatch(
x*FRACUNIT, y*FRACUNIT,
siz,
0, pat,
colormap
);
drawborder:
if (i != challengesmenu.hilix)
continue;
if (j != challengesmenu.hiliy)
continue;
}
V_DrawFixedPatch(
x*FRACUNIT, y*FRACUNIT,
((ref != NULL && ref->majorunlock) ? FRACUNIT*2 : FRACUNIT),
0, kp_facehighlight[(challengesmenu.ticker / 4) % 8],
NULL
);
M_DrawChallengeTile(i, j, x, y, false);
}
x -= 16;
i--;
if (challengegridloops && i < 0)
{
i = (i + gamedata->challengegridwidth)
% gamedata->challengegridwidth;
}
x += 16;
}
M_DrawCharSelectExplosions(false, currentMenu->x, currentMenu->y);
if (challengesmenu.fade)
V_DrawFadeScreen(31, challengesmenu.fade);
M_DrawChallengeTile(
challengesmenu.hilix,
challengesmenu.hiliy,
selectx,
currentMenu->y + (challengesmenu.hiliy*16),
true);
M_DrawCharSelectExplosions(false, explodex, currentMenu->y);
challengedesc:
y = 120;
@ -4632,6 +4699,6 @@ challengedesc:
offset = V_LSTitleLowStringWidth(str, 0) / 2;
V_DrawLSTitleLowString(BASEVIDWIDTH/2 - offset, y+6, 0, str);
if (challengesmenu.unlockanim >= MAXUNLOCKTIME)
V_DrawThinString(20, 120 + 60, V_ALLOWLOWERCASE, va("Press (%c)", challengesmenu.pending ? 'A' : 'B'));
if (!challengesmenu.fade)
V_DrawThinString(20, 120 + 60, V_ALLOWLOWERCASE, "Press (B)");
}

View file

@ -2289,21 +2289,11 @@ static void M_SetupReadyExplosions(boolean charsel, UINT16 basex, UINT16 basey,
if ((y < 0 || y >= maxy))
continue;
if (/*charsel &&*/ (x < 0 || x >= maxx))
continue;
/*if (!charsel)
if (charsel || !challengegridloops)
{
while (x < 0)
{
x += maxx;
}
while (x >= maxx)
{
x -= maxx;
}
}*/
if (x < 0 || x >= maxx)
continue;
}
setup_explosions[e].tics = t;
setup_explosions[e].color = color;
@ -6960,6 +6950,7 @@ void M_ChallengesTick(void)
if (challengesmenu.pending && challengesmenu.requestnew)
{
challengesmenu.requestnew = false;
if ((newunlock = M_GetNextAchievedUnlock()) < MAXUNLOCKABLES)
{
challengesmenu.currentunlock = newunlock;
@ -6991,15 +6982,14 @@ void M_ChallengesTick(void)
G_SaveGameData();
}
}
else if (challengesmenu.unlockanim >= MAXUNLOCKTIME)
else if (challengesmenu.pending && challengesmenu.fade < 5)
challengesmenu.fade++;
else if (challengesmenu.pending)
{
;
}
else
{
challengesmenu.unlockanim++;
if (challengesmenu.pending
&& challengesmenu.currentunlock < MAXUNLOCKABLES
if (++challengesmenu.unlockanim >= MAXUNLOCKTIME)
challengesmenu.requestnew = true;
if (challengesmenu.currentunlock < MAXUNLOCKABLES
&& challengesmenu.unlockanim == UNLOCKTIME)
{
gamedata->unlocked[challengesmenu.currentunlock] = true;
@ -7008,18 +6998,54 @@ void M_ChallengesTick(void)
challengesmenu.extradata = M_ChallengeGridExtraData();
S_StartSound(NULL, sfx_s3k4e);
M_SetupReadyExplosions(false, challengesmenu.col, challengesmenu.row, SKINCOLOR_KETCHUP);
if (unlockables[challengesmenu.currentunlock].majorunlock)
{
i = challengesmenu.col+1;
if (i == gamedata->challengegridwidth)
i = 0;
M_SetupReadyExplosions(false, i, challengesmenu.row+1, SKINCOLOR_KETCHUP);
unlockable_t *ref = &unlockables[challengesmenu.currentunlock];
UINT16 bombcolor = SKINCOLOR_NONE;
if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
{
bombcolor = ref->color;
}
else switch (ref->type)
{
case SECRET_SKIN:
{
INT32 skin = M_UnlockableSkinNum(ref);
if (skin != -1)
{
bombcolor = skins[skin].prefcolor;
}
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;
}
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);
}
}
}
}
challengesmenu.requestnew = false;
else if (challengesmenu.fade > 0)
challengesmenu.fade--;
}
boolean M_ChallengesInputs(INT32 ch)
@ -7069,18 +7095,8 @@ boolean M_ChallengesInputs(INT32 ch)
return true;
}
#endif
else if (challengesmenu.pending)
{
if (challengesmenu.unlockanim < MAXUNLOCKTIME)
{
;
}
else if ((M_MenuConfirmPressed(pid) || start))
{
challengesmenu.requestnew = true;
}
return true;
}
else if (challengesmenu.fade)
;
else
{
if (M_MenuBackPressed(pid) || start)

View file

@ -117,7 +117,9 @@ void M_PopulateChallengeGrid(void)
if (nummajorunlocks)
{
// You lose one from CHALLENGEGRIDHEIGHT because it is impossible to place a 2-high tile on the bottom row.
UINT16 numspots = gamedata->challengegridwidth * (CHALLENGEGRIDHEIGHT-1);
// You lose one from the width if it doesn't loop.
UINT16 numspots = (gamedata->challengegridwidth - (challengegridloops ? 0 : 1))
* (CHALLENGEGRIDHEIGHT-1);
// 0 is row, 1 is column
INT16 quickcheck[numspots][2];
@ -323,7 +325,7 @@ UINT8 *M_ChallengeGridExtraData(void)
if (work == num)
{
if (!idchange && (i > 0 || gamedata->challengegridwidth > 2))
if (!idchange && (i > 0 || challengegridloops))
{
//CONS_Printf(" %d - %d to left of %d is valid\n", work, tempid, id);
// If we haven't already updated our id, it's the one to our left.

View file

@ -121,6 +121,12 @@ typedef struct
#define MAXUNLOCKABLES MAXCONDITIONSETS
#define CHALLENGEGRIDHEIGHT 5
#ifdef DEVELOP
#define CHALLENGEGRIDLOOPWIDTH 3
#else
#define CHALLENGEGRIDLOOPWIDTH (BASEVIDWIDTH/16)
#endif
#define challengegridloops (gamedata->challengegridwidth >= CHALLENGEGRIDLOOPWIDTH)
// GAMEDATA STRUCTURE
// Everything that would get saved in gamedata.dat