[Ohrrpgce] SVN: james/8923 Activating the menu (using the normal menu keys) now works properly when

James Paige Bob at hamsterrepublic.com
Sun Jul 2 07:52:04 PDT 2017


On Saturday, July 1, 2017, Ralph Versteegen <teeemcee at gmail.com> wrote:

>
>
> On 2 July 2017 at 18:04, Ralph Versteegen <teeemcee at gmail.com
> <javascript:_e(%7B%7D,'cvml','teeemcee at gmail.com');>> wrote:
>
>>
>>
>> On 1 July 2017 at 17:10, James Paige <Bob at hamsterrepublic.com
>> <javascript:_e(%7B%7D,'cvml','Bob at hamsterrepublic.com');>> wrote:
>>
>>> I was actually thinking of making it so that attempting to open the menu
>>> when pathing always queues a menu open. The option would only change
>>> whether or not the menu cancels the path.
>>>
>>
>> Ah. However, if you walk a long way across the screen, it seems pretty
>> odd that the menu would open several seconds later. I guess it really
>> doesn't matter.
>>
>> However there's a possibility for lots of other weird effects. For
>> example if a script suspends the player for a cutscene and then paths the
>> hero, and the player presses esc, that esc will be queued (because the hero
>> is pathing) but delayed until the player is resumed, possibly minutes
>> later! And there's a long list of other things that can cause a queued menu
>> key to be delayed. I think we should move the
>> update_hero_pathfinding_menu_queue() line inside that big IF block, with
>> only nonzero xgo/ygo causing a menu key to be queued.
>>
>
> I fixed that myself. But I noticed that right-clicking to open the menu
> doesn't work while you're in a vehicle. That's handled in
> update_vehicle_state, in a rather complicated way, ugh.
>
> Unless you have some other purpose for right-clicking in mind aside from
> cancel/menu, or want to have fine-grained options for where it works, I
> think would be easil think that right-clicking should set carray(ccMenu).
> To allow more fine-grained options, we can split up ccMenu from
> ccCancel... well, I guess that the main menu is the only place where ccMenu
> would be used.
> Setting ccMenu on rightclick would mean replacing
> user_triggered_main_menu() with carray(ccMenu) > 1, and otherwise the
> current menu logic would remain the same.
>
> Oh, yeah. That is a good idea. I like that.



> Aside: pathing the hero over the edge of a wrapping map doesn't work.
> Maybe a hero_collision_check bug?
> Even without being the one working on it, I can see that is turning out to
> quite a bit more work than I expected!
>
>

Yep, this is a big feature all right :)

I'll check out the wrapping map problem. I am not sure what would make it
different


>
>>
>>>
>>>
>>>
>>> On Fri, Jun 30, 2017 at 10:06 PM, Ralph Versteegen <teeemcee at gmail.com
>>> <javascript:_e(%7B%7D,'cvml','teeemcee at gmail.com');>> wrote:
>>>
>>>>
>>>>
>>>> On 1 July 2017 at 05:12, <subversion at hamsterrepublic.com
>>>> <javascript:_e(%7B%7D,'cvml','subversion at hamsterrepublic.com');>>
>>>> wrote:
>>>>
>>>>> james
>>>>> 2017-06-30 10:12:33 -0700 (Fri, 30 Jun 2017)
>>>>> 85
>>>>> Activating the menu (using the normal menu keys) now works properly
>>>>> when pathfinding
>>>>> ---
>>>>> U   wip/game.bas
>>>>> U   wip/game.bi
>>>>> U   wip/game_udts.bi
>>>>>
>>>>
>>>> I didn't immediately realise that this causes the menu to be queued
>>>> and shown once the hero stops moving.
>>>>
>>>> I think the "Cancel move on menus" option's name is unclear, because if
>>>> it's off then the menu key does nothing while pathing. Also, "menus" is
>>>> very misleading because it actually refers to the keyboard menu key rather
>>>> than a menu being shown.
>>>> Maybe "Cancel and show menu on menu key" or "Cancel move on menu key"
>>>> or with a hint: "Enable menu key while moving: YES (cancels move)"
>>>>
>>>>
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>>>>
>>>
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>>
>
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