Add gametype parameter to G_SetCustomExitVars and G_ExitLevel

This commit is contained in:
Lactozilla 2023-08-05 22:15:38 -03:00
parent 57592a566a
commit 86367e4ec1
4 changed files with 36 additions and 19 deletions

View file

@ -2120,11 +2120,13 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
lastgametype = gametype;
gametype = READUINT8(*cp);
G_SetGametype(gametype); // I fear putting that macro as an argument
if (gametype < 0 || gametype >= gametypecount)
gametype = lastgametype;
else if (gametype != lastgametype)
else
G_SetGametype(gametype);
if (gametype != lastgametype)
D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
skipprecutscene = ((flags & (1<<2)) != 0);
@ -4252,9 +4254,6 @@ void D_GameTypeChanged(INT32 lastgametype)
else if (!multiplayer && !netgame)
{
G_SetGametype(GT_COOP);
// These shouldn't matter anymore
//CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue);
//CV_SetValue(&cv_itemrespawn, 0);
}
// reset timelimit and pointlimit in race/coop, prevent stupid cheats

View file

@ -249,6 +249,7 @@ extern textprompt_t *textprompts[MAX_PROMPTS];
// For the Custom Exit linedef.
extern INT16 nextmapoverride;
extern UINT8 skipstats;
extern INT16 nextgametype;
extern UINT32 ssspheres; // Total # of spheres in a level

View file

@ -156,6 +156,7 @@ textprompt_t *textprompts[MAX_PROMPTS];
INT16 nextmapoverride;
UINT8 skipstats;
INT16 nextgametype = -1;
// Pointers to each CTF flag
mobj_t *redflag;
@ -3461,9 +3462,7 @@ UINT32 gametypedefaultrules[NUMGAMETYPES] =
};
//
// G_SetGametype
//
// Set a new gametype, also setting gametype rules accordingly. Yay!
// Sets a new gametype.
//
void G_SetGametype(INT16 gtype)
{
@ -4053,6 +4052,13 @@ static void G_DoCompleted(void)
nextmap = 1100-1; // No infinite loop for you
}
INT16 gametype_to_use;
if (nextgametype >= 0 && nextgametype < gametypecount)
gametype_to_use = nextgametype;
else
gametype_to_use = gametype;
// If nextmap is actually going to get used, make sure it points to
// a map of the proper gametype -- skip levels that don't support
// the current gametype. (Helps avoid playing boss levels in Race,
@ -4061,8 +4067,8 @@ static void G_DoCompleted(void)
{
if (nextmap >= 0 && nextmap < NUMMAPS)
{
register INT16 cm = nextmap;
UINT32 tolflag = G_TOLFlag(gametype);
INT16 cm = nextmap;
UINT32 tolflag = G_TOLFlag(gametype_to_use);
UINT8 visitedmap[(NUMMAPS+7)/8];
memset(visitedmap, 0, sizeof (visitedmap));
@ -4142,7 +4148,7 @@ static void G_DoCompleted(void)
if (cv_advancemap.value == 0) // Stay on same map.
nextmap = prevmap;
else if (cv_advancemap.value == 2) // Go to random map.
nextmap = RandMap(G_TOLFlag(gametype), prevmap);
nextmap = RandMap(G_TOLFlag(gametype_to_use), prevmap);
}
// We are committed to this map now.
@ -4151,7 +4157,6 @@ static void G_DoCompleted(void)
if (nextmap < NUMMAPS && !mapheaderinfo[nextmap])
P_AllocMapHeader(nextmap);
// If the current gametype has no intermission screen set, then don't start it.
Y_DetermineIntermissionType();
if ((skipstats && !modeattacking) || (modeattacking && stagefailed) || (intertype == int_none))
@ -4217,12 +4222,21 @@ static void G_DoWorldDone(void)
{
if (server)
{
INT16 gametype_to_use;
if (nextgametype >= 0 && nextgametype < gametypecount)
gametype_to_use = nextgametype;
else
gametype_to_use = gametype;
if (gametyperules & GTR_CAMPAIGN)
// don't reset player between maps
D_MapChange(nextmap+1, gametype, ultimatemode, false, 0, false, false);
D_MapChange(nextmap+1, gametype_to_use, ultimatemode, false, 0, false, false);
else
// resetplayer in match/chaos/tag/CTF/race for more equality
D_MapChange(nextmap+1, gametype, ultimatemode, true, 0, false, false);
D_MapChange(nextmap+1, gametype_to_use, ultimatemode, true, 0, false, false);
nextgametype = -1;
}
gameaction = ga_nothing;

View file

@ -3826,7 +3826,7 @@ static int lib_gDoReborn(lua_State *L)
}
// Another Lua function that doesn't actually exist!
// Sets nextmapoverride & skipstats without instantly ending the level, for instances where other sources should be exiting the level, like normal signposts.
// Sets nextmapoverride, skipstats and nextgametype without instantly ending the level, for instances where other sources should be exiting the level, like normal signposts.
static int lib_gSetCustomExitVars(lua_State *L)
{
int n = lua_gettop(L); // Num arguments
@ -3839,14 +3839,17 @@ static int lib_gSetCustomExitVars(lua_State *L)
// G_SetCustomExitVars(int) [nextmap override only]
// G_SetCustomExitVars(nil, int) [skipstats only]
// G_SetCustomExitVars(int, int) [both of the above]
// G_SetCustomExitVars(int, int, int) [nextmapoverride, skipstats and nextgametype]
nextmapoverride = 0;
skipstats = 0;
nextgametype = -1;
if (n >= 1)
{
nextmapoverride = (INT16)luaL_optinteger(L, 1, 0);
skipstats = (INT16)luaL_optinteger(L, 2, 0);
nextgametype = (INT16)luaL_optinteger(L, 3, 0);
}
return 0;