From ea849e5acaef73ee608fa4eca69f8ccd572d6a5d Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 29 Jan 2019 21:19:16 +0100 Subject: [PATCH] - split G_DoLoadLevel into a level specific and a global part. --- src/g_level.cpp | 111 ++++++++++++++++++++++++-------------------- src/g_levellocals.h | 1 + 2 files changed, 62 insertions(+), 50 deletions(-) diff --git a/src/g_level.cpp b/src/g_level.cpp index 940708a80..6825d78ed 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -947,11 +947,47 @@ void DAutosaver::Tick () extern gamestate_t wipegamestate; -void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, bool newGame) +void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame) { - level.MapName = nextmapname; - static int lastposition = 0; gamestate_t oldgs = gamestate; + + // Here the new level needs to be allocated. + level.DoLoadLevel(nextmapname, position, autosave, newGame); + + // Reset the global state for the new level. + if (wipegamestate == GS_LEVEL) + wipegamestate = GS_FORCEWIPE; + + if (gamestate != GS_TITLELEVEL) + { + gamestate = GS_LEVEL; + } + + gameaction = ga_nothing; + + // clear cmd building stuff + ResetButtonStates(); + + SendItemUse = nullptr; + SendItemDrop = nullptr; + mousex = mousey = 0; + sendpause = sendsave = sendturn180 = SendLand = false; + LocalViewAngle = 0; + LocalViewPitch = 0; + paused = 0; + + if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL) + C_HideConsole(); + + C_FlushDisplay(); + P_ResetSightCounters(true); + +} + +void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame) +{ + MapName = nextmapname; + static int lastposition = 0; int i; if (NextSkill >= 0) @@ -967,32 +1003,24 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo else lastposition = position; - level.Init(); + Init(); StatusBar->DetachAllMessages (); // Force 'teamplay' to 'true' if need be. - if (level.flags2 & LEVEL2_FORCETEAMPLAYON) + if (flags2 & LEVEL2_FORCETEAMPLAYON) teamplay = true; // Force 'teamplay' to 'false' if need be. - if (level.flags2 & LEVEL2_FORCETEAMPLAYOFF) + if (flags2 & LEVEL2_FORCETEAMPLAYOFF) teamplay = false; - FString mapname = level.MapName; + FString mapname = nextmapname; mapname.ToLower(); Printf ( "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36" "\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n" TEXTCOLOR_BOLD "%s - %s\n\n", - mapname.GetChars(), level.LevelName.GetChars()); - - if (wipegamestate == GS_LEVEL) - wipegamestate = GS_FORCEWIPE; - - if (gamestate != GS_TITLELEVEL) - { - gamestate = GS_LEVEL; - } + mapname.GetChars(), LevelName.GetChars()); // Set the sky map. // First thing, we have a dummy sky texture name, @@ -1002,7 +1030,7 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo skyflatnum = TexMan.GetTextureID (gameinfo.SkyFlatName, ETextureType::Flat, FTextureManager::TEXMAN_Overridable); // [RH] Set up details about sky rendering - InitSkyMap (&level); + InitSkyMap (this); for (i = 0; i < MAXPLAYERS; i++) { @@ -1015,40 +1043,28 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo if (changeflags & CHANGELEVEL_NOMONSTERS) { - level.flags2 |= LEVEL2_NOMONSTERS; + flags2 |= LEVEL2_NOMONSTERS; } else { - level.flags2 &= ~LEVEL2_NOMONSTERS; + flags2 &= ~LEVEL2_NOMONSTERS; } if (changeflags & CHANGELEVEL_PRERAISEWEAPON) { - level.flags2 |= LEVEL2_PRERAISEWEAPON; + flags2 |= LEVEL2_PRERAISEWEAPON; } - level.maptime = 0; + maptime = 0; if (newGame) { E_NewGame(EventHandlerType::Global); } - P_SetupLevel (&level, position, newGame); + P_SetupLevel (this, position, newGame); - gameaction = ga_nothing; - - // clear cmd building stuff - ResetButtonStates (); - - SendItemUse = NULL; - SendItemDrop = NULL; - mousex = mousey = 0; - sendpause = sendsave = sendturn180 = SendLand = false; - LocalViewAngle = 0; - LocalViewPitch = 0; - paused = 0; //Added by MC: Initialize bots. if (deathmatch) @@ -1067,12 +1083,12 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo } } - level.starttime = gametic; + starttime = gametic; - level.UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level. - int pnumerr = level.FinishTravel (); + UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the + int pnumerr = FinishTravel (); - if (!level.FromSnapshot) + if (!FromSnapshot) { for (int i = 0; iAttachToPlayer (&players[consoleplayer]); @@ -1118,23 +1134,18 @@ void G_DoLoadLevel (const FString &nextmapname, int position, bool autosave, boo E_WorldLoadedUnsafe(); // regular world load (savegames are handled internally) E_WorldLoaded(); - level.DoDeferedScripts (); // [RH] Do script actions that were triggered on another map. + DoDeferedScripts (); // [RH] Do script actions that were triggered on another map. - if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL) - C_HideConsole (); - C_FlushDisplay (); - - // [RH] Always save the game when entering a new level. + // [RH] Always save the game when entering a new if (autosave && !savegamerestore && disableautosave < 1) { - level.CreateThinker(); + CreateThinker(); } if (pnumerr > 0) { I_Error("no start for player %d found.", pnumerr); } - P_ResetSightCounters(true); } diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 30d915ccd..6e15f2a65 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -225,6 +225,7 @@ public: bool DoCompleted(FString nextlevel, wbstartstruct_t &wminfo); void StartTravel(); int FinishTravel(); + void DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame); private: