- scriptified G_PlayerFinishLevel.

Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
This commit is contained in:
Christoph Oelckers 2018-12-02 16:26:02 +01:00
commit ee08412e49
9 changed files with 168 additions and 128 deletions

View file

@ -1242,108 +1242,10 @@ void G_Ticker ()
void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
{
AInventory *item, *next;
player_t *p;
p = &players[player];
if (p->morphTics != 0)
{ // Undo morph
P_UnmorphActor(p->mo, p->mo, 0, true);
}
// Strip all current powers, unless moving in a hub and the power is okay to keep.
item = p->mo->Inventory;
auto ptype = PClass::FindActor(NAME_Powerup);
while (item != NULL)
IFVM(PlayerPawn, PlayerFinishLevel)
{
next = item->Inventory;
if (item->IsKindOf (ptype))
{
if (deathmatch || ((mode != FINISH_SameHub || !(item->ItemFlags & IF_HUBPOWER))
&& !(item->ItemFlags & IF_PERSISTENTPOWER))) // Keep persistent powers in non-deathmatch games
{
item->Destroy ();
}
}
item = next;
}
if (p->ReadyWeapon != NULL &&
p->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_POWERED_UP &&
p->PendingWeapon == p->ReadyWeapon->PointerVar<AInventory>(NAME_SisterWeapon))
{
// Unselect powered up weapons if the unpowered counterpart is pending
p->ReadyWeapon=p->PendingWeapon;
}
// reset invisibility to default
if (p->mo->GetDefault()->flags & MF_SHADOW)
{
p->mo->flags |= MF_SHADOW;
}
else
{
p->mo->flags &= ~MF_SHADOW;
}
p->mo->RenderStyle = p->mo->GetDefault()->RenderStyle;
p->mo->Alpha = p->mo->GetDefault()->Alpha;
p->extralight = 0; // cancel gun flashes
p->fixedcolormap = NOFIXEDCOLORMAP; // cancel ir goggles
p->fixedlightlevel = -1;
p->damagecount = 0; // no palette changes
p->bonuscount = 0;
p->poisoncount = 0;
p->inventorytics = 0;
if (mode != FINISH_SameHub)
{
// Take away flight and keys (and anything else with IF_INTERHUBSTRIP set)
item = p->mo->Inventory;
while (item != NULL)
{
next = item->Inventory;
if (item->InterHubAmount < 1)
{
item->Destroy ();
}
item = next;
}
}
if (mode == FINISH_NoHub && !(level.flags2 & LEVEL2_KEEPFULLINVENTORY))
{ // Reduce all owned (visible) inventory to defined maximum interhub amount
TArray<AInventory*> todelete;
for (item = p->mo->Inventory; item != NULL; item = item->Inventory)
{
// If the player is carrying more samples of an item than allowed, reduce amount accordingly
if (item->ItemFlags & IF_INVBAR && item->Amount > item->InterHubAmount)
{
item->Amount = item->InterHubAmount;
if ((level.flags3 & LEVEL3_REMOVEITEMS) && !(item->ItemFlags & IF_UNDROPPABLE))
{
todelete.Push(item);
}
}
}
for (auto it : todelete)
{
if (!(it->ObjectFlags & OF_EuthanizeMe))
{
DepleteOrDestroy(item);
}
}
}
// Resets player health to default if not dead.
if ((flags & CHANGELEVEL_RESETHEALTH) && p->playerstate != PST_DEAD)
{
p->health = p->mo->health = p->mo->SpawnHealth();
}
// Clears the entire inventory and gives back the defaults for starting a game
if ((flags & CHANGELEVEL_RESETINVENTORY) && p->playerstate != PST_DEAD)
{
p->mo->ClearInventory();
p->mo->GiveDefaultInventory();
VMValue params[] = { players[player].mo, mode, flags };
VMCall(func, params, 3, nullptr, 0);
}
}