- Fixed: Several options while changing maps only worked for the regular exit

but caused problems when used with the secret exit. Rewrote the code to
  set the next map at the beginning and removed all subsequent parts that
  tried to resolve it from the original data again.

SVN r544 (trunk)
This commit is contained in:
Christoph Oelckers 2007-09-06 09:54:57 +00:00
parent c06bd09ee7
commit d0c3ebb5c2
5 changed files with 64 additions and 69 deletions

View File

@ -1,3 +1,9 @@
September 5, 2007 (Changes by Graf Zahl)
- Fixed: Several options while changing maps only worked for the regular exit
but caused problems when used with the secret exit. Rewrote the code to
set the next map at the beginning and removed all subsequent parts that
tried to resolve it from the original data again.
August 19, 2007 (Changes by Graf Zahl)
- Fixed: dumpmap crashed when used outside a map.

View File

@ -2015,11 +2015,10 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_CHANGEMAP:
// Change to another map without disconnecting other players
s = ReadString (stream);
strncpy (level.nextmap, s, 8);
// Using LEVEL_NOINTERMISSION tends to throw the game out of sync.
// That was a long time ago. Maybe it works now?
level.flags |= LEVEL_CHANGEMAPCHEAT;
G_ExitLevel (pos, false);
G_ChangeLevel(s, pos, false);
break;
case DEM_SUICIDE:

View File

@ -1635,33 +1635,51 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
//
// G_DoCompleted
//
bool secretexit;
static char nextlevel[9];
static int startpos; // [RH] Support for multiple starts per level
extern int NoWipe; // [RH] Don't wipe when travelling in hubs
static bool startkeepfacing; // [RH] Support for keeping your facing angle
static bool resetinventory; // Reset the inventory to the player's default for the next level
static bool unloading;
// [RH] The position parameter to these next three functions should
// match the first parameter of the single player start spots
// that should appear in the next map.
static void goOn (int position, bool keepFacing, bool secret, bool resetinv)
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill,
bool nointermission, bool resetinv, bool nomonsters)
{
static bool unloading;
if (unloading)
{
Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
return;
}
strncpy (nextlevel, levelname, 8);
nextlevel[8] = 0;
if (strncmp(nextlevel, "enDSeQ", 6))
{
level_info_t *nextinfo = CheckLevelRedirect (FindLevelInfo (nextlevel));
if (nextinfo)
{
strncpy(nextlevel, nextinfo->mapname, 8);
}
}
if (nextSkill != -1) NextSkill = nextSkill;
if (!nomonsters) dmflags = dmflags & ~DF_NO_MONSTERS;
else dmflags = dmflags | DF_NO_MONSTERS;
if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *nextcluster = FindClusterInfo (CheckLevelRedirect (FindLevelInfo (level.nextmap))->cluster);
cluster_info_t *nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
startpos = position;
startkeepfacing = keepFacing;
gameaction = ga_completed;
secretexit = secret;
resetinventory = resetinv;
bglobal.End(); //Added by MC:
@ -1687,32 +1705,23 @@ static void goOn (int position, bool keepFacing, bool secret, bool resetinv)
void G_ExitLevel (int position, bool keepFacing)
{
goOn (position, keepFacing, false, false);
G_ChangeLevel(level.nextmap, position, keepFacing);
}
// Here's for the german edition.
void G_SecretExitLevel (int position)
{
// [RH] Check for secret levels is done in
// G_DoCompleted()
const char *nextmap;
goOn (position, false, true, false);
}
MapData * map = P_OpenMapData(level.secretmap);
if (map != NULL)
{
delete map;
nextmap = level.secretmap;
}
else
nextmap = level.nextmap;
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill,
bool nointermission, bool resetinventory, bool nomonsters)
{
strncpy (level.nextmap, levelname, 8);
level.nextmap[8] = 0;
if (nextSkill != -1) NextSkill = nextSkill;
if (!nomonsters) dmflags = dmflags & ~DF_NO_MONSTERS;
else dmflags = dmflags | DF_NO_MONSTERS;
if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
goOn(position, keepFacing, false, resetinventory);
G_ChangeLevel(nextmap, position, false);
}
void G_DoCompleted (void)
@ -1723,7 +1732,7 @@ void G_DoCompleted (void)
if (gamestate == GS_TITLELEVEL)
{
strncpy (level.mapname, level.nextmap, 8);
strncpy (level.mapname, nextlevel, 8);
G_DoLoadLevel (startpos, false);
startpos = 0;
viewactive = true;
@ -1750,40 +1759,22 @@ void G_DoCompleted (void)
}
else
{
wminfo.next[0] = 0;
if (secretexit)
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
{
MapData * map = P_OpenMapData(level.secretmap);
if (map != NULL)
{
delete map;
strncpy (wminfo.next, level.secretmap, 8);
strncpy (wminfo.lname1, FindLevelInfo (level.secretmap)->pname, 8);
}
else
{
secretexit = false;
}
strncpy (wminfo.next, nextlevel, 8);
wminfo.lname1[0] = 0;
}
if (!wminfo.next[0])
else
{
if (strncmp (level.nextmap, "enDSeQ", 6) == 0)
{
strncpy (wminfo.next, level.nextmap, 8);
wminfo.lname1[0] = 0;
}
else
{
level_info_t *nextinfo = CheckLevelRedirect (FindLevelInfo (level.nextmap));
strncpy (wminfo.next, nextinfo->mapname, 8);
strncpy (wminfo.lname1, nextinfo->pname, 8);
}
level_info_t *nextinfo = FindLevelInfo (nextlevel);
strncpy (wminfo.next, nextinfo->mapname, 8);
strncpy (wminfo.lname1, nextinfo->pname, 8);
}
}
CheckWarpTransMap (wminfo.next, true);
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
wminfo.next_ep = FindLevelInfo (nextlevel)->cluster - 1;
wminfo.maxkills = level.total_monsters;
wminfo.maxitems = level.total_items;
wminfo.maxsecret = level.total_secrets;
@ -1811,7 +1802,7 @@ void G_DoCompleted (void)
// ordinary cluster (not a hub), take stuff from the player, but
// leave the world vars alone.
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *nextcluster = FindClusterInfo (CheckLevelRedirect (FindLevelInfo (level.nextmap))->cluster);
cluster_info_t *nextcluster = FindClusterInfo (wminfo.next_ep+1); // next_ep is cluster-1
EFinishLevelType mode;
if (thiscluster != nextcluster || deathmatch ||
@ -2036,7 +2027,6 @@ void G_WorldDone (void)
{
cluster_info_t *nextcluster;
cluster_info_t *thiscluster;
char *nextmap;
gameaction = ga_worlddone;
@ -2044,9 +2034,8 @@ void G_WorldDone (void)
return;
thiscluster = FindClusterInfo (level.cluster);
nextmap = !secretexit || !level.secretmap[0] ? level.nextmap : level.secretmap;
if (strncmp (nextmap, "enDSeQ", 6) == 0)
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
{
F_StartFinale (thiscluster->messagemusic, thiscluster->musicorder,
thiscluster->cdtrack, thiscluster->cdid,
@ -2057,7 +2046,7 @@ void G_WorldDone (void)
}
else
{
nextcluster = FindClusterInfo (CheckLevelRedirect (FindLevelInfo (nextmap))->cluster);
nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
if (nextcluster->cluster != level.cluster && !deathmatch)
{
@ -2095,7 +2084,7 @@ void G_DoWorldDone (void)
}
else
{
strncpy (level.mapname, wminfo.next, 8);
strncpy (level.mapname, nextlevel, 8);
}
G_StartTravel ();
G_DoLoadLevel (startpos, true);
@ -2388,17 +2377,19 @@ level_info_t *CheckLevelRedirect (level_info_t *info)
{
if (playeringame[i] && players[i].mo->FindInventory (type))
{
level_info_t *newinfo = FindLevelInfo (info->RedirectMap);
if (newinfo != NULL)
// check for actual presence of the map.
MapData * map = P_OpenMapData(info->RedirectMap);
if (map != NULL)
{
info = newinfo;
delete map;
return FindLevelInfo(info->RedirectMap);
}
break;
}
}
}
}
return info;
return NULL;
}
static void SetLevelNum (level_info_t *info, int num)

View File

@ -320,8 +320,8 @@ void G_DeferedInitNew (const char *mapname, int skill = -1);
void G_ExitLevel (int position, bool keepFacing);
void G_SecretExitLevel (int position);
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill,
bool showintermission, bool resetinventory, bool nomonsters);
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
void G_SetForEndGame (char *nextmap);

View File

@ -746,8 +746,7 @@ FUNC(LS_Teleport_NewMap)
if (info && CheckIfExitIsGood (it))
{
strncpy (level.nextmap, info->mapname, 8);
G_ExitLevel (arg1, !!arg2);
G_ChangeLevel(info->mapname, arg1, !!arg2);
return true;
}
}