- use a separate variable pointing to the current level for the UI code.

UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
This commit is contained in:
Christoph Oelckers 2019-01-25 18:16:18 +01:00
commit 4e052f2857
21 changed files with 107 additions and 103 deletions

View file

@ -850,26 +850,26 @@ class CommandDrawString : public SBarInfoCommand
switch(strValue)
{
case LEVELNAME:
if(level.lumpnum != cache)
if(currentUILevel->lumpnum != cache)
{
cache = level.lumpnum;
str = level.LevelName;
cache = currentUILevel->lumpnum;
str = currentUILevel->LevelName;
RealignString();
}
break;
case LEVELLUMP:
if(level.lumpnum != cache)
if(currentUILevel->lumpnum != cache)
{
cache = level.lumpnum;
str = level.MapName;
cache = currentUILevel->lumpnum;
str = currentUILevel->MapName;
str.ToUpper();
RealignString();
}
break;
case SKILLNAME:
if(level.lumpnum != cache) // Can only change skill between level.
if(currentUILevel->lumpnum != cache) // Can only change skill between currentUILevel->
{
cache = level.lumpnum;
cache = currentUILevel->lumpnum;
str = G_SkillName();
RealignString();
}
@ -904,7 +904,7 @@ class CommandDrawString : public SBarInfoCommand
if(ACS_GlobalVars[valueArgument] != cache)
{
cache = ACS_GlobalVars[valueArgument];
str = level.Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
str = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[valueArgument]);
RealignString();
}
break;
@ -912,13 +912,13 @@ class CommandDrawString : public SBarInfoCommand
if(ACS_GlobalArrays[valueArgument][consoleplayer] != cache)
{
cache = ACS_GlobalArrays[valueArgument][consoleplayer];
str = level.Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
str = currentUILevel->Behaviors.LookupString(ACS_GlobalArrays[valueArgument][consoleplayer]);
RealignString();
}
break;
case TIME:
{
int sec = Tics2Seconds(level.time);
int sec = Tics2Seconds(currentUILevel->time);
str.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
break;
}
@ -1389,25 +1389,25 @@ class CommandDrawNumber : public CommandDrawString
num = statusBar->CPlayer->fragcount;
break;
case KILLS:
num = level.killed_monsters;
num = currentUILevel->killed_monsters;
break;
case MONSTERS:
num = level.total_monsters;
num = currentUILevel->total_monsters;
break;
case ITEMS:
num = level.found_items;
num = currentUILevel->found_items;
break;
case TOTALITEMS:
num = level.total_items;
num = currentUILevel->total_items;
break;
case SECRETS:
num = level.found_secrets;
num = currentUILevel->found_secrets;
break;
case SCORE:
num = statusBar->CPlayer->mo->Score;
break;
case TOTALSECRETS:
num = level.total_secrets;
num = currentUILevel->total_secrets;
break;
case ARMORCLASS:
case SAVEPERCENT:
@ -1459,9 +1459,9 @@ class CommandDrawNumber : public CommandDrawString
case AIRTIME:
{
if(statusBar->CPlayer->mo->waterlevel < 3)
num = level.airsupply/TICRATE;
num = currentUILevel->airsupply/TICRATE;
else
num = clamp<int>((statusBar->CPlayer->air_finished - level.time + (TICRATE-1))/TICRATE, 0, INT_MAX);
num = clamp<int>((statusBar->CPlayer->air_finished - currentUILevel->time + (TICRATE-1))/TICRATE, 0, INT_MAX);
break;
}
case SELECTEDINVENTORY:
@ -1502,7 +1502,7 @@ class CommandDrawNumber : public CommandDrawString
}
default: break;
}
if(interpolationSpeed != 0 && (!hudChanged || level.time == 1))
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
{
if(num < drawValue)
drawValue -= clamp<int>((drawValue - num) >> 2, 1, interpolationSpeed);
@ -1691,7 +1691,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
if(alternateOnEmpty)
SBarInfoCommandFlowControl::Draw(block, statusBar);
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL && !(level.flags & LEVEL_NOINVENTORYBAR))
if(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) != NULL && !(currentUILevel->flags & LEVEL_NOINVENTORYBAR))
{
if(artiflash && statusBar->wrapper->artiflashTick)
{
@ -1791,7 +1791,7 @@ class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDra
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) == NULL || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
SetTruth(statusBar->CPlayer->mo->PointerVar<AActor>(NAME_InvSel) == NULL || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
CommandDrawImage::Tick(block, statusBar, hudChanged);
CommandDrawNumber::Tick(block, statusBar, hudChanged);
@ -1910,7 +1910,7 @@ class CommandInventoryBarNotVisible : public SBarInfoCommandFlowControl
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (level.flags & LEVEL_NOINVENTORYBAR), block, statusBar);
SetTruth(statusBar->CPlayer->inventorytics <= 0 || (currentUILevel->flags & LEVEL_NOINVENTORYBAR), block, statusBar);
}
};
@ -2727,16 +2727,16 @@ class CommandDrawBar : public SBarInfoCommand
max = fraglimit;
break;
case KILLS:
value = level.killed_monsters;
max = level.total_monsters;
value = currentUILevel->killed_monsters;
max = currentUILevel->total_monsters;
break;
case ITEMS:
value = level.found_items;
max = level.total_items;
value = currentUILevel->found_items;
max = currentUILevel->total_items;
break;
case SECRETS:
value = level.found_secrets;
max = level.total_secrets;
value = currentUILevel->found_secrets;
max = currentUILevel->total_secrets;
break;
case INVENTORY:
{
@ -2751,8 +2751,8 @@ class CommandDrawBar : public SBarInfoCommand
break;
}
case AIRTIME:
value = clamp<int>(statusBar->CPlayer->air_finished - level.time, 0, INT_MAX);
max = level.airsupply;
value = clamp<int>(statusBar->CPlayer->air_finished - currentUILevel->time, 0, INT_MAX);
max = currentUILevel->airsupply;
break;
case POWERUPTIME:
{
@ -2798,7 +2798,7 @@ class CommandDrawBar : public SBarInfoCommand
}
else
value = 0;
if(interpolationSpeed != 0 && (!hudChanged || level.time == 1))
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1))
{
// [BL] Since we used a percentage (in order to get the most fluid animation)
// we need to establish a cut off point so the last pixel won't hang as the animation slows
@ -3192,7 +3192,7 @@ class CommandDrawGem : public SBarInfoCommand
goalValue = reverse ? 100 - goalValue : goalValue;
if(interpolationSpeed != 0 && (!hudChanged || level.time == 1)) // At the start force an animation
if(interpolationSpeed != 0 && (!hudChanged || currentUILevel->time == 1)) // At the start force an animation
{
if(goalValue < drawValue)
drawValue -= clamp<int>((drawValue - goalValue) >> 2, 1, interpolationSpeed);
@ -3202,7 +3202,7 @@ class CommandDrawGem : public SBarInfoCommand
else
drawValue = goalValue;
if(wiggle && level.time & 1)
if(wiggle && currentUILevel->time & 1)
chainWiggle = pr_chainwiggle() & 1;
}
protected: