Merge branch 'endgame-code-refactor-backport' into 'next'

Endgame code refactor

See merge request STJr/SRB2!297
This commit is contained in:
Monster Iestyn 2018-10-19 17:31:19 -04:00
commit 29b242a5bd
5 changed files with 41 additions and 51 deletions

View file

@ -1728,7 +1728,7 @@ static void F_AdvanceToNextScene(void)
void F_EndCutScene(void)
{
cutsceneover = true; // do this first, just in case Y_EndGame or something wants to turn it back false later
cutsceneover = true; // do this first, just in case G_EndGame or something wants to turn it back false later
if (runningprecutscene)
{
if (server)
@ -1743,7 +1743,7 @@ void F_EndCutScene(void)
else if (nextmap < 1100-1)
G_NextLevel();
else
Y_EndGame();
G_EndGame();
}
}

View file

@ -2615,7 +2615,7 @@ void G_ExitLevel(void)
CONS_Printf(M_GetText("The round has ended.\n"));
// Remove CEcho text on round end.
HU_DoCEcho("");
HU_ClearCEcho();
}
}
@ -2911,7 +2911,7 @@ void G_AfterIntermission(void)
if (nextmap < 1100-1)
G_NextLevel();
else
Y_EndGame();
G_EndGame();
}
}
@ -2997,6 +2997,38 @@ static void G_DoContinued(void)
gameaction = ga_nothing;
}
//
// G_EndGame (formerly Y_EndGame)
// Frankly this function fits better in g_game.c than it does in y_inter.c
//
// ...Gee, (why) end the game?
// Because G_AfterIntermission and F_EndCutscene would
// both do this exact same thing *in different ways* otherwise,
// which made it so that you could only unlock Ultimate mode
// if you had a cutscene after the final level and crap like that.
// This function simplifies it so only one place has to be updated
// when something new is added.
void G_EndGame(void)
{
// Only do evaluation and credits in coop games.
if (gametype == GT_COOP)
{
if (nextmap == 1102-1) // end game with credits
{
F_StartCredits();
return;
}
if (nextmap == 1101-1) // end game with evaluation
{
F_StartGameEvaluation();
return;
}
}
// 1100 or competitive multiplayer, so go back to title screen.
D_StartTitle();
}
//
// G_LoadGameSettings
//

View file

@ -171,6 +171,7 @@ void G_NextLevel(void);
void G_Continue(void);
void G_UseContinue(void);
void G_AfterIntermission(void);
void G_EndGame(void); // moved from y_inter.c/h and renamed
void G_Ticker(boolean run);
boolean G_Responder(event_t *ev);

View file

@ -1794,37 +1794,6 @@ void Y_EndIntermission(void)
usebuffer = false;
}
//
// Y_EndGame
//
// Why end the game?
// Because Y_FollowIntermission and F_EndCutscene would
// both do this exact same thing *in different ways* otherwise,
// which made it so that you could only unlock Ultimate mode
// if you had a cutscene after the final level and crap like that.
// This function simplifies it so only one place has to be updated
// when something new is added.
void Y_EndGame(void)
{
// Only do evaluation and credits in coop games.
if (gametype == GT_COOP)
{
if (nextmap == 1102-1) // end game with credits
{
F_StartCredits();
return;
}
if (nextmap == 1101-1) // end game with evaluation
{
F_StartGameEvaluation();
return;
}
}
// 1100 or competitive multiplayer, so go back to title screen.
D_StartTitle();
}
//
// Y_FollowIntermission
//
@ -1836,21 +1805,10 @@ static void Y_FollowIntermission(void)
return;
}
if (nextmap < 1100-1)
{
// normal level
G_AfterIntermission();
return;
}
// Start a custom cutscene if there is one.
if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking)
{
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false);
return;
}
Y_EndGame();
// This handles whether to play a post-level cutscene, end the game,
// or simply go to the next level.
// No need to duplicate the code here!
G_AfterIntermission();
}
#define UNLOAD(x) Z_ChangeTag(x, PU_CACHE); x = NULL

View file

@ -15,7 +15,6 @@ void Y_IntermissionDrawer(void);
void Y_Ticker(void);
void Y_StartIntermission(void);
void Y_EndIntermission(void);
void Y_EndGame(void);
typedef enum
{