- moved G_ChangeLevel and other exit functions into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2019-01-29 23:45:14 +01:00
parent 68fe5534a4
commit 4ad327d7e0
13 changed files with 56 additions and 57 deletions

View file

@ -170,7 +170,7 @@ CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
if (playeringame[i] && self <= D_GetFragCount(&players[i]))
{
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
G_ExitLevel (0, false);
level.ExitLevel (0, false);
break;
}
}

View file

@ -2222,7 +2222,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
// 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_ChangeLevel(s, pos, 0);
level.ChangeLevel(s, pos, 0);
break;
case DEM_SUICIDE:
@ -2659,7 +2659,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
case DEM_FINISHGAME:
// Simulate an end-of-game action
G_ChangeLevel(NULL, 0, 0);
level.ChangeLevel(NULL, 0, 0);
break;
case DEM_NETEVENT:

View file

@ -296,7 +296,7 @@ static void MarkRoot()
}
// Mark sectors.
for auto Level : AllLevels())
for (auto Level : AllLevels())
{
Level->Mark();
}

View file

@ -77,7 +77,7 @@ static void FS_Gimme(const char * what)
//
//==========================================================================
void FS_MapCmd(FScanner &sc)
void FS_MapCmd(FLevelLocals *Level, FScanner &sc)
{
char nextmap[9];
int NextSkill = -1;
@ -108,7 +108,7 @@ void FS_MapCmd(FScanner &sc)
flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
}
}
G_ChangeLevel(nextmap, 0, flags, NextSkill);
Level->ChangeLevel(nextmap, 0, flags, NextSkill);
}
//==========================================================================
@ -168,7 +168,7 @@ void FS_EmulateCmd(FLevelLocals *Level, char * string)
}
else if (sc.Compare("map"))
{
FS_MapCmd(sc);
FS_MapCmd(Level, sc);
}
else if (sc.Compare("gr_fogdensity"))
{

View file

@ -608,7 +608,7 @@ void FParser::SF_Clock(void)
void FParser::SF_ExitLevel(void)
{
G_ExitLevel(0, false);
Level->ExitLevel(0, false);
}
//==========================================================================
@ -2825,7 +2825,7 @@ void FParser::SF_AmbientSound(void)
void FParser::SF_ExitSecret(void)
{
G_SecretExitLevel(0);
Level->SecretExitLevel(0);
}

View file

@ -569,16 +569,19 @@ static bool unloading;
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
void FLevelLocals::ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
{
level_info_t *nextinfo = NULL;
if (this != currentUILevel) return; // only the primary level may exit.
FString nextlevel;
level_info_t *nextinfo = nullptr;
if (unloading)
{
Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
return;
}
if (gameaction == ga_completed && !(level.i_compatflags2 & COMPATF2_MULTIEXIT)) // do not exit multiple times.
if (gameaction == ga_completed && !(i_compatflags2 & COMPATF2_MULTIEXIT)) // do not exit multiple times.
{
return;
}
@ -587,9 +590,9 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
{
// end the game
levelname = NULL;
if (!level.NextMap.Compare("enDSeQ",6))
if (!NextMap.Compare("enDSeQ",6))
{
nextlevel = level.NextMap; // If there is already an end sequence please leave it alone!
nextlevel = NextMap; // If there is already an end sequence please leave it alone!
}
else
{
@ -625,15 +628,14 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
if (flags & CHANGELEVEL_NOINTERMISSION)
{
level.flags |= LEVEL_NOINTERMISSION;
flags |= LEVEL_NOINTERMISSION;
}
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
cluster_info_t *thiscluster = FindClusterInfo (cluster);
cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
startpos = position;
gameaction = ga_completed;
level.SetMusicVolume(1.0);
SetMusicVolume(1.0);
if (nextinfo != NULL)
{
@ -655,18 +657,18 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
// [RH] Give scripts a chance to do something
unloading = true;
level.Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
// [ZZ] safe world unload
E_WorldUnloaded();
// [ZZ] unsafe world unload (changemap != map)
E_WorldUnloadedUnsafe();
unloading = false;
STAT_ChangeLevel(nextlevel, &level);
STAT_ChangeLevel(nextlevel, this);
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
{
if ((level.flags & LEVEL_NOINTERMISSION) || ((nextcluster == thiscluster) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION)))
if ((flags & LEVEL_NOINTERMISSION) || ((nextcluster == thiscluster) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION)))
NoWipe = 35;
D_DrawIcon = "TELEICON";
}
@ -682,7 +684,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
// If this is co-op, respawn any dead players now so they can
// keep their inventory on the next map.
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn || !!G_SkillProperty(SKILLP_PlayerRespawn))
if ((multiplayer || flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn || !!G_SkillProperty(SKILLP_PlayerRespawn))
&& !deathmatch && player->playerstate == PST_DEAD)
{
// Copied from the end of P_DeathThink [[
@ -693,10 +695,13 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
player->mo->special1 = 0;
}
// ]]
level.DoReborn(i, false);
DoReborn(i, false);
}
}
}
// Set global transition state.
gameaction = ga_completed;
::nextlevel = nextlevel;
}
//==========================================================================
@ -704,20 +709,15 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
//
//==========================================================================
const char *G_GetExitMap()
const char *FLevelLocals::GetSecretExitMap()
{
return level.NextMap;
}
const char *nextmap = NextMap;
const char *G_GetSecretExitMap()
{
const char *nextmap = level.NextMap;
if (level.NextSecretMap.Len() > 0)
if (NextSecretMap.Len() > 0)
{
if (P_CheckMapData(level.NextSecretMap))
if (P_CheckMapData(NextSecretMap))
{
nextmap = level.NextSecretMap;
nextmap = NextSecretMap;
}
}
return nextmap;
@ -728,16 +728,17 @@ const char *G_GetSecretExitMap()
//
//==========================================================================
void G_ExitLevel (int position, bool keepFacing)
void FLevelLocals::ExitLevel (int position, bool keepFacing)
{
level.flags3 |= LEVEL3_EXITNORMALUSED;
G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
flags3 |= LEVEL3_EXITNORMALUSED;
ChangeLevel(NextMap, position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
}
void G_SecretExitLevel (int position)
void FLevelLocals::SecretExitLevel (int position)
{
level.flags3 |= LEVEL3_EXITSECRETUSED;
G_ChangeLevel(G_GetSecretExitMap(), position, 0);
flags3 |= LEVEL3_EXITSECRETUSED;
ChangeLevel(GetSecretExitMap(), position, 0);
}
//==========================================================================

View file

@ -454,11 +454,6 @@ void G_DeferedInitNew (const char *mapname, int skill = -1);
struct FGameStartup;
void G_DeferedInitNew (FGameStartup *gs);
void G_ExitLevel (int position, bool keepFacing);
void G_SecretExitLevel (int position);
const char *G_GetExitMap();
const char *G_GetSecretExitMap();
enum
{
CHANGELEVEL_KEEPFACING = 1,
@ -470,8 +465,6 @@ enum
CHANGELEVEL_PRERAISEWEAPON = 64,
};
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill=-1);
void G_DoLoadLevel (const FString &MapName, int position, bool autosave, bool newGame);
cluster_info_t *FindClusterInfo (int cluster);

View file

@ -92,6 +92,7 @@ class DSeqNode;
struct FStrifeDialogueNode;
class DAutomapBase;
struct wbstartstruct_t;
class DSectorMarker;
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
@ -225,6 +226,10 @@ public:
bool DoCompleted(FString nextlevel, wbstartstruct_t &wminfo);
void StartTravel();
int FinishTravel();
void ChangeLevel(const char *levelname, int position, int flags, int nextSkill = -1);
const char *GetSecretExitMap();
void ExitLevel(int position, bool keepFacing);
void SecretExitLevel(int position);
void DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame);

View file

@ -9896,7 +9896,7 @@ scriptwait:
case PCD_CHANGELEVEL:
{
G_ChangeLevel(Level->Behaviors.LookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
Level->ChangeLevel(Level->Behaviors.LookupString(STACK(4)), STACK(3), STACK(2), STACK(1));
sp -= 4;
}
break;

View file

@ -3175,7 +3175,7 @@ void A_BossDeath(AActor *self)
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
return;
G_ExitLevel (0, false);
Level->ExitLevel (0, false);
}
//----------------------------------------------------------------------------

View file

@ -543,7 +543,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
fraglimit <= D_GetFragCount (source->player))
{
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
G_ExitLevel (0, false);
Level->ExitLevel (0, false);
}
}
}

View file

@ -1060,9 +1060,9 @@ FUNC(LS_Generic_Lift)
FUNC(LS_Exit_Normal)
// Exit_Normal (position)
{
if (Level->CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap())))
if (Level->CheckIfExitIsGood (it, FindLevelInfo(Level->NextMap)))
{
G_ExitLevel (arg0, false);
Level->ExitLevel (arg0, false);
return true;
}
return false;
@ -1071,9 +1071,9 @@ FUNC(LS_Exit_Normal)
FUNC(LS_Exit_Secret)
// Exit_Secret (position)
{
if (Level->CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap())))
if (Level->CheckIfExitIsGood (it, FindLevelInfo(Level->GetSecretExitMap())))
{
G_SecretExitLevel (arg0);
Level->SecretExitLevel (arg0);
return true;
}
return false;
@ -1088,7 +1088,7 @@ FUNC(LS_Teleport_NewMap)
if (info && Level->CheckIfExitIsGood (it, info))
{
G_ChangeLevel(info->MapName, arg1, arg2 ? CHANGELEVEL_KEEPFACING : 0);
Level->ChangeLevel(info->MapName, arg1, arg2 ? CHANGELEVEL_KEEPFACING : 0);
return true;
}
}
@ -1183,7 +1183,7 @@ FUNC(LS_Teleport_EndGame)
{
if (!backSide && Level->CheckIfExitIsGood (it, NULL))
{
G_ChangeLevel(NULL, 0, 0);
Level->ChangeLevel(NULL, 0, 0);
return true;
}
return false;

View file

@ -463,7 +463,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
{
G_ExitLevel(0, false);
Level->ExitLevel(0, false);
}
if (sector->Flags & SECF_DMGTERRAINFX)
{
@ -678,7 +678,7 @@ void P_UpdateSpecials (FLevelLocals *Level)
if (Level->maptime >= (int)(timelimit * TICRATE * 60))
{
Printf ("%s\n", GStrings("TXT_TIMELIMIT"));
G_ExitLevel(0, false);
Level->ExitLevel(0, false);
}
}
}