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- Changed G_ChangeLevel()'s parameter list to match the ACS version's.
- Added resethealth to complement resetinventory. SVN r2377 (trunk)
This commit is contained in:
parent
1bbae4a8f2
commit
34d8212d64
9 changed files with 47 additions and 39 deletions
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@ -2021,7 +2021,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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// Using LEVEL_NOINTERMISSION tends to throw the game out of sync.
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// That was a long time ago. Maybe it works now?
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level.flags |= LEVEL_CHANGEMAPCHEAT;
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G_ChangeLevel(s, pos, false);
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G_ChangeLevel(s, pos, 0);
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break;
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case DEM_SUICIDE:
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@ -1163,7 +1163,9 @@ void G_Ticker ()
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// G_PlayerFinishLevel
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// Called when a player completes a level.
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//
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory)
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// flags is checked for RESETINVENTORY and RESETHEALTH only.
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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{
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AInventory *item, *next;
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player_t *p;
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@ -1235,8 +1237,14 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory
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P_UndoPlayerMorph (p, p, 0, true);
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}
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// Resets player health to default
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if (flags & CHANGELEVEL_RESETHEALTH)
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{
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p->health = p->mo->health = p->mo->SpawnHealth();
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}
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// Clears the entire inventory and gives back the defaults for starting a game
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if (resetinventory)
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if (flags & CHANGELEVEL_RESETINVENTORY)
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{
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AInventory *inv = p->mo->Inventory;
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@ -71,7 +71,7 @@ enum EFinishLevelType
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FINISH_NoHub
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};
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory);
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
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void G_DoReborn (int playernum, bool freshbot);
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@ -529,10 +529,8 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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static FString nextlevel;
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static int startpos; // [RH] Support for multiple starts per level
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extern int NoWipe; // [RH] Don't wipe when travelling in hubs
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static bool startkeepfacing; // [RH] Support for keeping your facing angle
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static bool resetinventory; // Reset the inventory to the player's default for the next level
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static int changeflags;
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static bool unloading;
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static bool g_nomonsters;
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//==========================================================================
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//
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@ -543,8 +541,7 @@ static bool g_nomonsters;
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//==========================================================================
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void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nextSkill,
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bool nointermission, bool resetinv, bool nomonsters)
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
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{
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level_info_t *nextinfo = NULL;
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@ -573,25 +570,32 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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if (nextSkill != -1)
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NextSkill = nextSkill;
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g_nomonsters = nomonsters;
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if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
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if (flags & CHANGELEVEL_NOINTERMISSION)
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{
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level.flags |= LEVEL_NOINTERMISSION;
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}
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cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
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cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
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startpos = position;
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startkeepfacing = keepFacing;
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gameaction = ga_completed;
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resetinventory = resetinv;
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if (nextinfo != NULL)
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{
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if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
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{
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resetinventory |= !!(nextinfo->flags2 & LEVEL2_RESETINVENTORY);
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if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
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{
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flags |= CHANGELEVEL_RESETINVENTORY;
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}
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if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
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{
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flags |= CHANGELEVEL_RESETHEALTH;
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}
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}
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}
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changeflags = flags;
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bglobal.End(); //Added by MC:
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@ -667,12 +671,12 @@ const char *G_GetSecretExitMap()
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void G_ExitLevel (int position, bool keepFacing)
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{
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G_ChangeLevel(G_GetExitMap(), position, keepFacing);
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G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
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}
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void G_SecretExitLevel (int position)
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{
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G_ChangeLevel(G_GetSecretExitMap(), position, false);
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G_ChangeLevel(G_GetSecretExitMap(), position, 0);
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}
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//==========================================================================
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@ -786,7 +790,7 @@ void G_DoCompleted (void)
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{
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if (playeringame[i])
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{ // take away appropriate inventory
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G_PlayerFinishLevel (i, mode, resetinventory);
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G_PlayerFinishLevel (i, mode, changeflags);
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}
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}
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@ -927,7 +931,7 @@ void G_DoLoadLevel (int position, bool autosave)
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players[i].fragcount = 0;
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}
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if (g_nomonsters)
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if (changeflags & CHANGELEVEL_NOMONSTERS)
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{
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level.flags2 |= LEVEL2_NOMONSTERS;
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}
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@ -1164,7 +1168,7 @@ void G_FinishTravel ()
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], true);
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if (!startkeepfacing)
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if (!changeflags & CHANGELEVEL_KEEPFACING)
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{
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pawn->angle = pawndup->angle;
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pawn->pitch = pawndup->pitch;
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@ -201,6 +201,7 @@ enum ELevelFlags
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LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
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LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
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LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
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LEVEL2_RESETHEALTH = 0x08000000, // Resets player health when starting this level (unless in a hub)
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};
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@ -491,8 +492,17 @@ void G_SecretExitLevel (int position);
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const char *G_GetExitMap();
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const char *G_GetSecretExitMap();
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void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
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bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
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enum
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{
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CHANGELEVEL_KEEPFACING = 1,
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CHANGELEVEL_RESETINVENTORY = 2,
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CHANGELEVEL_NOMONSTERS = 4,
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CHANGELEVEL_CHANGESKILL = 8,
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CHANGELEVEL_NOINTERMISSION = 16,
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CHANGELEVEL_RESETHEALTH = 32,
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};
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill=-1);
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void G_SetForEndGame (char *nextmap);
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@ -1373,6 +1373,7 @@ MapFlagHandlers[] =
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{ "grinding_polyobj", MITYPE_SETFLAG2, LEVEL2_POLYGRIND, 0 },
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{ "no_grinding_polyobj", MITYPE_CLRFLAG2, LEVEL2_POLYGRIND, 0 },
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{ "resetinventory", MITYPE_SETFLAG2, LEVEL2_RESETINVENTORY, 0 },
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{ "resethealth", MITYPE_SETFLAG2, LEVEL2_RESETHEALTH, 0 },
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{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX},
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@ -6250,12 +6250,7 @@ int DLevelScript::RunScript ()
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case PCD_CHANGELEVEL:
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{
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int flags = STACK(2);
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G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
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!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
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!!(flags & CHANGELEVEL_NOINTERMISSION),
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!!(flags & CHANGELEVEL_RESETINVENTORY),
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!!(flags & CHANGELEVEL_NOMONSTERS));
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G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
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sp -= 4;
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}
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break;
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10
src/p_acs.h
10
src/p_acs.h
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@ -667,16 +667,6 @@ public:
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SCRIPT_ModulusBy0,
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};
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enum
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{
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CHANGELEVEL_KEEPFACING = 1,
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CHANGELEVEL_RESETINVENTORY = 2,
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CHANGELEVEL_NOMONSTERS = 4,
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CHANGELEVEL_CHANGESKILL = 8,
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CHANGELEVEL_NOINTERMISSION = 16
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};
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DLevelScript (AActor *who, line_t *where, int num, const ScriptPtr *code, FBehavior *module,
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bool backSide, int arg0, int arg1, int arg2, int always);
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~DLevelScript ();
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@ -792,7 +792,7 @@ FUNC(LS_Teleport_NewMap)
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if (info && CheckIfExitIsGood (it, info))
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{
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G_ChangeLevel(info->mapname, arg1, !!arg2);
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G_ChangeLevel(info->mapname, arg1, arg2 ? CHANGELEVEL_KEEPFACING : 0);
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return true;
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}
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}
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