mirror of
https://github.com/KartKrewDev/RingRacers.git
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Adds new files: - menus/extras-statistics.c - menus/play-online-room-select.c - menus/transient/cup-select.c - menus/transient/explosions.c - menus/transient/gametype.c - menus/transient/message-box.c - menus/transient/virtual-keyboard.c
601 lines
13 KiB
C
601 lines
13 KiB
C
/// \file menus/extras-challenges.c
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/// \brief Challenges.
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#include "../k_menu.h"
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#include "../m_cond.h" // Condition Sets
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#include "../m_random.h" // And just some randomness for the exits.
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#include "../z_zone.h"
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#include "../r_skins.h"
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#include "../s_sound.h"
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menuitem_t MISC_ChallengesStatsDummyMenu[] =
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{
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{IT_STRING | IT_CALL, "Back", NULL, NULL, {.routine = M_GoBack}, 0, 0},
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};
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menu_t MISC_ChallengesDef = {
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sizeof (MISC_ChallengesStatsDummyMenu)/sizeof (menuitem_t),
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&MainDef,
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0,
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MISC_ChallengesStatsDummyMenu,
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BASEVIDWIDTH/2, 32,
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0, 0,
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98, 0,
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M_DrawChallenges,
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M_ChallengesTick,
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NULL,
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NULL,
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M_ChallengesInputs,
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};
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// This must be defined here so it can take sizeof
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// MISC_ChallengesStatsDummyMenu :V
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menu_t MISC_StatisticsDef = {
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sizeof (MISC_ChallengesStatsDummyMenu)/sizeof (menuitem_t),
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&MainDef,
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0,
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MISC_ChallengesStatsDummyMenu,
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280, 185,
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0, 0,
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98, 0,
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M_DrawStatistics,
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NULL,
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NULL,
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NULL,
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M_StatisticsInputs,
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};
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struct challengesmenu_s challengesmenu;
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menu_t *M_InterruptMenuWithChallenges(menu_t *desiredmenu)
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{
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UINT8 i;
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M_UpdateUnlockablesAndExtraEmblems(false);
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if ((challengesmenu.pending = challengesmenu.requestnew = (M_GetNextAchievedUnlock() < MAXUNLOCKABLES)))
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{
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MISC_ChallengesDef.prevMenu = desiredmenu;
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}
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if (challengesmenu.pending || desiredmenu == NULL)
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{
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challengesmenu.currentunlock = MAXUNLOCKABLES;
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challengesmenu.unlockcondition = NULL;
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M_PopulateChallengeGrid();
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if (gamedata->challengegrid)
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challengesmenu.extradata = M_ChallengeGridExtraData();
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memset(setup_explosions, 0, sizeof(setup_explosions));
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memset(&challengesmenu.unlockcount, 0, sizeof(challengesmenu.unlockcount));
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (!unlockables[i].conditionset)
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{
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continue;
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}
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challengesmenu.unlockcount[CC_TOTAL]++;
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if (!gamedata->unlocked[i])
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{
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continue;
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}
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challengesmenu.unlockcount[CC_UNLOCKED]++;
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}
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return &MISC_ChallengesDef;
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}
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return desiredmenu;
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}
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static void M_ChallengesAutoFocus(UINT8 unlockid, boolean fresh)
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{
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UINT8 i;
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SINT8 work;
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if (unlockid >= MAXUNLOCKABLES)
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return;
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challengesmenu.currentunlock = unlockid;
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challengesmenu.unlockcondition = M_BuildConditionSetString(challengesmenu.currentunlock);
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challengesmenu.unlockanim = 0;
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if (gamedata->challengegrid == NULL || challengesmenu.extradata == NULL)
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return;
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for (i = 0; i < (CHALLENGEGRIDHEIGHT * gamedata->challengegridwidth); i++)
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{
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if (gamedata->challengegrid[i] != unlockid)
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{
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// Not what we're looking for.
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continue;
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}
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if (challengesmenu.extradata[i] & CHE_CONNECTEDLEFT)
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{
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// no need to check for CHE_CONNECTEDUP in linear iteration
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continue;
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}
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// Helper calculation for non-fresh scrolling.
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work = (challengesmenu.col + challengesmenu.focusx);
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challengesmenu.col = challengesmenu.hilix = i/CHALLENGEGRIDHEIGHT;
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challengesmenu.row = challengesmenu.hiliy = i%CHALLENGEGRIDHEIGHT;
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if (fresh)
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{
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// We're just entering the menu. Immediately jump to the desired position...
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challengesmenu.focusx = 0;
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// ...and since the menu is even-width, randomly select whether it's left or right of center.
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if (!unlockables[unlockid].majorunlock
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&& M_RandomChance(FRACUNIT/2))
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challengesmenu.focusx--;
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}
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else
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{
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// We're jumping between multiple unlocks in sequence. Get the difference (looped from -range/2 < work <= range/2).
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work -= challengesmenu.col;
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if (work <= -gamedata->challengegridwidth/2)
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work += gamedata->challengegridwidth;
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else if (work >= gamedata->challengegridwidth/2)
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work -= gamedata->challengegridwidth;
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if (work > 0)
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{
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// We only need to scroll as far as the rightward edge.
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if (unlockables[unlockid].majorunlock)
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{
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work--;
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challengesmenu.col++;
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if (challengesmenu.col >= gamedata->challengegridwidth)
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challengesmenu.col = 0;
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}
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// Offset right, scroll left?
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if (work > LEFTUNLOCKSCROLL)
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{
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work -= LEFTUNLOCKSCROLL;
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challengesmenu.focusx = LEFTUNLOCKSCROLL;
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}
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else
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{
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challengesmenu.focusx = work;
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work = 0;
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}
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}
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else if (work < 0)
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{
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// Offset left, scroll right?
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if (work < -RIGHTUNLOCKSCROLL)
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{
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challengesmenu.focusx = -RIGHTUNLOCKSCROLL;
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work += RIGHTUNLOCKSCROLL;
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}
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else
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{
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challengesmenu.focusx = work;
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work = 0;
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}
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}
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else
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{
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// We're right where we want to be.
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challengesmenu.focusx = 0;
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}
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// And put the pixel-based scrolling in play, too.
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challengesmenu.offset = -work*16;
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}
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break;
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}
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}
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void M_Challenges(INT32 choice)
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{
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UINT8 i;
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(void)choice;
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M_InterruptMenuWithChallenges(NULL);
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MISC_ChallengesDef.prevMenu = currentMenu;
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if (gamedata->challengegrid != NULL && !challengesmenu.pending)
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{
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UINT8 selection[MAXUNLOCKABLES];
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UINT8 numunlocks = 0;
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// Get a random available unlockable.
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (!unlockables[i].conditionset)
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{
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continue;
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}
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if (!gamedata->unlocked[i])
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{
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continue;
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}
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selection[numunlocks++] = i;
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}
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if (!numunlocks)
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{
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// ...OK, get a random unlockable.
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (!unlockables[i].conditionset)
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{
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continue;
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}
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selection[numunlocks++] = i;
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}
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}
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M_ChallengesAutoFocus(selection[M_RandomKey(numunlocks)], true);
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}
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M_SetupNextMenu(&MISC_ChallengesDef, false);
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}
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void M_ChallengesTick(void)
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{
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const UINT8 pid = 0;
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UINT8 i, newunlock = MAXUNLOCKABLES;
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boolean fresh = (challengesmenu.currentunlock >= MAXUNLOCKABLES);
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// Ticking
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challengesmenu.ticker++;
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challengesmenu.offset /= 2;
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for (i = 0; i < CSEXPLOSIONS; i++)
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{
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if (setup_explosions[i].tics > 0)
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setup_explosions[i].tics--;
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}
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if (challengesmenu.unlockcount[CC_ANIM] > 0)
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challengesmenu.unlockcount[CC_ANIM]--;
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M_CupSelectTick();
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if (challengesmenu.pending)
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{
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// Pending mode.
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if (challengesmenu.requestnew)
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{
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// The menu apparatus is requesting a new unlock.
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challengesmenu.requestnew = false;
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if ((newunlock = M_GetNextAchievedUnlock()) < MAXUNLOCKABLES)
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{
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// We got one!
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M_ChallengesAutoFocus(newunlock, fresh);
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}
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else
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{
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// All done! Let's save the unlocks we've busted open.
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challengesmenu.pending = false;
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G_SaveGameData();
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}
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}
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else if (challengesmenu.fade < 5)
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{
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// Fade increase.
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challengesmenu.fade++;
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}
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else
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{
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// Unlock sequence.
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tic_t nexttime = M_MenuExtraHeld(pid) ? (UNLOCKTIME*2) : MAXUNLOCKTIME;
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if (++challengesmenu.unlockanim >= nexttime)
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{
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challengesmenu.requestnew = true;
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}
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if (challengesmenu.currentunlock < MAXUNLOCKABLES
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&& challengesmenu.unlockanim == UNLOCKTIME)
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{
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// Unlock animation... also tied directly to the actual unlock!
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gamedata->unlocked[challengesmenu.currentunlock] = true;
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M_UpdateUnlockablesAndExtraEmblems(true);
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// Update shown description just in case..?
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challengesmenu.unlockcondition = M_BuildConditionSetString(challengesmenu.currentunlock);
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challengesmenu.unlockcount[CC_TALLY]++;
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challengesmenu.unlockcount[CC_ANIM]++;
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Z_Free(challengesmenu.extradata);
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if ((challengesmenu.extradata = M_ChallengeGridExtraData()))
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{
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unlockable_t *ref = &unlockables[challengesmenu.currentunlock];
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UINT16 bombcolor = SKINCOLOR_NONE;
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if (ref->color != SKINCOLOR_NONE && ref->color < numskincolors)
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{
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bombcolor = ref->color;
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}
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else switch (ref->type)
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{
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case SECRET_SKIN:
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{
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INT32 skin = M_UnlockableSkinNum(ref);
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if (skin != -1)
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{
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bombcolor = skins[skin].prefcolor;
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}
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break;
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}
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case SECRET_FOLLOWER:
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{
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INT32 skin = M_UnlockableFollowerNum(ref);
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if (skin != -1)
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{
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bombcolor = K_GetEffectiveFollowerColor(followers[skin].defaultcolor, cv_playercolor[0].value);
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}
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break;
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}
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default:
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break;
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}
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if (bombcolor == SKINCOLOR_NONE)
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{
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bombcolor = cv_playercolor[0].value;
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}
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i = (ref->majorunlock && M_RandomChance(FRACUNIT/2)) ? 1 : 0;
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M_SetupReadyExplosions(false, challengesmenu.hilix, challengesmenu.hiliy+i, bombcolor);
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if (ref->majorunlock)
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{
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M_SetupReadyExplosions(false, challengesmenu.hilix+1, challengesmenu.hiliy+(1-i), bombcolor);
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}
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S_StartSound(NULL, sfx_s3k4e);
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}
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}
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}
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}
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else
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{
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// Tick down the tally. (currently not visible)
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/*if ((challengesmenu.ticker & 1)
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&& challengesmenu.unlockcount[CC_TALLY] > 0)
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{
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challengesmenu.unlockcount[CC_TALLY]--;
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challengesmenu.unlockcount[CC_UNLOCKED]++;
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}*/
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if (challengesmenu.fade > 0)
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{
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// Fade decrease.
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challengesmenu.fade--;
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}
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}
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}
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boolean M_ChallengesInputs(INT32 ch)
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{
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const UINT8 pid = 0;
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UINT8 i;
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const boolean start = M_MenuButtonPressed(pid, MBT_START);
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const boolean move = (menucmd[pid].dpad_ud != 0 || menucmd[pid].dpad_lr != 0);
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(void) ch;
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if (challengesmenu.fade)
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{
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;
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}
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#ifdef DEVELOP
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else if (M_MenuExtraPressed(pid) && challengesmenu.extradata) // debugging
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{
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if (challengesmenu.currentunlock < MAXUNLOCKABLES)
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{
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Z_Free(gamedata->challengegrid);
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gamedata->challengegrid = NULL;
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gamedata->challengegridwidth = 0;
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M_PopulateChallengeGrid();
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Z_Free(challengesmenu.extradata);
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challengesmenu.extradata = M_ChallengeGridExtraData();
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M_ChallengesAutoFocus(challengesmenu.currentunlock, true);
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challengesmenu.pending = true;
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}
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return true;
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}
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#endif
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else
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{
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if (M_MenuBackPressed(pid) || start)
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{
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M_GoBack(0);
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M_SetMenuDelay(pid);
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Z_Free(challengesmenu.extradata);
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challengesmenu.extradata = NULL;
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challengesmenu.unlockcondition = NULL;
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return true;
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}
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if (challengesmenu.extradata != NULL && move)
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{
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// Determine movement around the grid
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// For right/down movement, we can pre-determine the number of steps based on extradata.
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// 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.
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if (menucmd[pid].dpad_ud > 0)
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{
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i = 2;
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while (i > 0)
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{
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if (challengesmenu.row < CHALLENGEGRIDHEIGHT-1)
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{
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challengesmenu.row++;
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}
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else
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{
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challengesmenu.row = 0;
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}
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if (!(challengesmenu.extradata[
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(challengesmenu.col * CHALLENGEGRIDHEIGHT)
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+ challengesmenu.row]
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& CHE_CONNECTEDUP))
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{
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break;
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}
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i--;
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}
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S_StartSound(NULL, sfx_s3k5b);
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M_SetMenuDelay(pid);
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}
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else if (menucmd[pid].dpad_ud < 0)
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{
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i = (challengesmenu.extradata[
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(challengesmenu.col * CHALLENGEGRIDHEIGHT)
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+ challengesmenu.row]
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& CHE_CONNECTEDUP) ? 2 : 1;
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while (i > 0)
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{
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if (challengesmenu.row > 0)
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{
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challengesmenu.row--;
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}
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else
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{
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challengesmenu.row = CHALLENGEGRIDHEIGHT-1;
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}
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i--;
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}
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S_StartSound(NULL, sfx_s3k5b);
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M_SetMenuDelay(pid);
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}
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if (menucmd[pid].dpad_lr > 0)
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{
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i = 2;
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while (i > 0)
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{
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// Slide the focus counter to movement, if we can.
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if (challengesmenu.focusx > -RIGHTUNLOCKSCROLL)
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{
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challengesmenu.focusx--;
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}
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// Step the actual column right.
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if (challengesmenu.col < gamedata->challengegridwidth-1)
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{
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challengesmenu.col++;
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}
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else
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{
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challengesmenu.col = 0;
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}
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if (!(challengesmenu.extradata[
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(challengesmenu.col * CHALLENGEGRIDHEIGHT)
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+ challengesmenu.row]
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& CHE_CONNECTEDLEFT))
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{
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break;
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}
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i--;
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}
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S_StartSound(NULL, sfx_s3k5b);
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M_SetMenuDelay(pid);
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}
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else if (menucmd[pid].dpad_lr < 0)
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{
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i = (challengesmenu.extradata[
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(challengesmenu.col * CHALLENGEGRIDHEIGHT)
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+ challengesmenu.row]
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& CHE_CONNECTEDLEFT) ? 2 : 1;
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while (i > 0)
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{
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// Slide the focus counter to movement, if we can.
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if (challengesmenu.focusx < LEFTUNLOCKSCROLL)
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{
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challengesmenu.focusx++;
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}
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// Step the actual column left.
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if (challengesmenu.col > 0)
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{
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challengesmenu.col--;
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}
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else
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{
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challengesmenu.col = gamedata->challengegridwidth-1;
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}
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i--;
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}
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S_StartSound(NULL, sfx_s3k5b);
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M_SetMenuDelay(pid);
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}
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// After movement has been determined, figure out the current selection.
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i = (challengesmenu.col * CHALLENGEGRIDHEIGHT) + challengesmenu.row;
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challengesmenu.currentunlock = (gamedata->challengegrid[i]);
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challengesmenu.unlockcondition = M_BuildConditionSetString(challengesmenu.currentunlock);
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challengesmenu.hilix = challengesmenu.col;
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challengesmenu.hiliy = challengesmenu.row;
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if (challengesmenu.currentunlock < MAXUNLOCKABLES
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&& unlockables[challengesmenu.currentunlock].majorunlock)
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{
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// Adjust highlight coordinates up/to the left for large tiles.
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if (challengesmenu.hiliy > 0 && (challengesmenu.extradata[i] & CHE_CONNECTEDUP))
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{
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challengesmenu.hiliy--;
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}
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|
|
|
if ((challengesmenu.extradata[i] & CHE_CONNECTEDLEFT))
|
|
{
|
|
if (challengesmenu.hilix > 0)
|
|
{
|
|
challengesmenu.hilix--;
|
|
}
|
|
else
|
|
{
|
|
challengesmenu.hilix = gamedata->challengegridwidth-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
if (M_MenuConfirmPressed(pid)
|
|
&& challengesmenu.currentunlock < MAXUNLOCKABLES
|
|
&& gamedata->unlocked[challengesmenu.currentunlock])
|
|
{
|
|
switch (unlockables[challengesmenu.currentunlock].type)
|
|
{
|
|
case SECRET_ALTTITLE:
|
|
CV_AddValue(&cv_alttitle, 1);
|
|
S_StartSound(NULL, sfx_s3kc3s);
|
|
M_SetMenuDelay(pid);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|