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* Singleplayer save-complete level select now following new system.
* More comprehensive "pick up where you left off" system. * Made individual map name selection actually take into account the map name AND the act number if the heading isn't the zone name.
This commit is contained in:
parent
7178ae5916
commit
2737d08107
1 changed files with 50 additions and 27 deletions
77
src/m_menu.c
77
src/m_menu.c
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@ -645,9 +645,6 @@ static menuitem_t SR_MainMenu[] =
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static menuitem_t SR_LevelSelectMenu[] =
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{
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{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
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/* {IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 60},
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{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 120},*/
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};
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static menuitem_t SR_UnlockChecklistMenu[] =
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@ -692,9 +689,7 @@ static menuitem_t SP_LoadGameMenu[] =
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// Single Player Level Select
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static menuitem_t SP_LevelSelectMenu[] =
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{
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{IT_STRING|IT_CVAR, NULL, "Level", &cv_nextmap, 60},
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{IT_WHITESTRING|IT_CALL, NULL, "Start", M_LevelSelectWarp, 120},
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{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleLevelPlatter, '\0'}, // dummy menuitem for the control func
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};
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// Single Player Time Attack
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@ -1433,12 +1428,12 @@ menu_t SR_MainDef =
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};
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menu_t SR_LevelSelectDef =
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{
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0,
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NULL,
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sizeof (SR_LevelSelectMenu)/sizeof (menuitem_t),
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&SR_MainDef,
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SR_LevelSelectMenu,
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M_DrawLevelPlatterMenu,
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40, 40,
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0, 0,
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0,
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NULL
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};
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@ -1478,7 +1473,18 @@ menu_t SP_LoadDef =
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0,
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NULL
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};
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menu_t SP_LevelSelectDef = MAPICONMENUSTYLE(NULL, SP_LevelSelectMenu, &SP_LoadDef);
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menu_t SP_LevelSelectDef =
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{
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NULL,
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sizeof (SP_LevelSelectMenu)/sizeof (menuitem_t),
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&SP_LoadDef,
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SP_LevelSelectMenu,
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M_DrawLevelPlatterMenu,
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0, 0,
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0,
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NULL
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};
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menu_t SP_GameStatsDef =
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{
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@ -3556,22 +3562,24 @@ static boolean M_CanShowLevelOnPlatter(INT32 mapnum, INT32 gt)
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return false;
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}
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/*static INT32 M_CountLevelsToShowOnPlatter(INT32 gt)
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#if 0
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static INT32 M_CountLevelsToShowOnPlatter(INT32 gt)
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{
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INT32 mapnum, count = 0;
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for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
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if (M_CanShowLevelInPlatter(mapnum, gt))
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if (M_CanShowLevelOnPlatter(mapnum, gt))
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count++;
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return count;
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}*/
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}
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#endif
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static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
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{
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INT32 mapnum, prevmapnum, col = 0, rows = 0;
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INT32 mapnum = 0, prevmapnum = 0, col = 0, rows = 0;
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for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
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while (mapnum < NUMMAPS)
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{
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if (M_CanShowLevelOnPlatter(mapnum, gt))
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{
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@ -3590,6 +3598,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
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}
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prevmapnum = mapnum;
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}
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mapnum++;
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}
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return rows;
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@ -3598,7 +3607,7 @@ static INT32 M_CountRowsToShowOnPlatter(INT32 gt)
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static boolean M_PrepareLevelPlatter(INT32 gt)
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{
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INT32 numrows = M_CountRowsToShowOnPlatter(gt);
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INT32 mapnum, col = 0, row = 0;
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INT32 mapnum, desiredmap, col = 0, row = 0;
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if (!numrows)
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return false;
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@ -3615,6 +3624,8 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
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// done here so lsrow and lscol can be set if cv_nextmap is on the platter
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lsrow = lscol = lstic = lshli = lsoffs[0] = lsoffs[1] = 0;
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desiredmap = ((Playing()) ? gamemap: cv_nextmap.value);
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for (mapnum = 0; mapnum < NUMMAPS; mapnum++)
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{
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if (M_CanShowLevelOnPlatter(mapnum, gt))
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@ -3638,21 +3649,32 @@ static boolean M_PrepareLevelPlatter(INT32 gt)
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levelselect.rows[row].maplist[col] = mapnum+1; // putting the map on the platter
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levelselect.rows[row].mapavailable[col] = M_LevelAvailableOnPlatter(mapnum);
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if (cv_nextmap.value == mapnum+1) // A little quality of life improvement.
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if (desiredmap == mapnum+1) // A little quality of life improvement.
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{
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lsrow = row;
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lscol = col;
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}
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// individual map name
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if (!levelselect.rows[row].mapavailable[col])
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sprintf(levelselect.rows[row].mapnames[col], "???");
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else if (actnum)
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sprintf(levelselect.rows[row].mapnames[col], "ACT %d", actnum);
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else if (headingisname)
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sprintf(levelselect.rows[row].mapnames[col], "THE ACT", actnum);
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if (levelselect.rows[row].mapavailable[col])
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{
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if (headingisname)
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{
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if (actnum)
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sprintf(levelselect.rows[row].mapnames[col], "ACT %d", actnum);
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else
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sprintf(levelselect.rows[row].mapnames[col], "THE ACT");
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}
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else
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{
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if (actnum)
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sprintf(levelselect.rows[row].mapnames[col], "%s %d", mapheaderinfo[mapnum]->lvlttl, actnum);
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else
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sprintf(levelselect.rows[row].mapnames[col], "%s", mapheaderinfo[mapnum]->lvlttl);
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}
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}
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else
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sprintf(levelselect.rows[row].mapnames[col], "%s", mapheaderinfo[mapnum]->lvlttl);
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sprintf(levelselect.rows[row].mapnames[col], "???");
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// creating header text
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if (!col && (!row || !(fastcmp(mapheaderinfo[mapnum]->selectheading, mapheaderinfo[levelselect.rows[row-1].maplist[0]-1]->selectheading))))
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@ -4650,6 +4672,7 @@ static void M_CustomLevelSelect(INT32 choice)
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SR_LevelSelectDef.prevMenu = currentMenu;
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levellistmode = LLM_LEVELSELECT;
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maplistoption = (UINT8)(unlockables[ul].variable);
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if (!M_PrepareLevelPlatter(-1))
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{
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M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
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@ -4677,17 +4700,17 @@ static void M_SinglePlayerMenu(INT32 choice)
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static void M_LoadGameLevelSelect(INT32 choice)
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{
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(void)choice;
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SP_LevelSelectDef.prevMenu = currentMenu;
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levellistmode = LLM_LEVELSELECT;
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maplistoption = 1;
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if (M_CountLevelsToShowInList() == 0)
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if (!M_PrepareLevelPlatter(-1))
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{
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M_StartMessage(M_GetText("No selectable levels found.\n"),NULL,MM_NOTHING);
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return;
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}
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SP_LevelSelectDef.prevMenu = currentMenu;
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M_PrepareLevelSelect();
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M_SetupNextMenu(&SP_LevelSelectDef);
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}
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