<i>This post was originally made by <b>danij</b> on the dengDevs blog. It was posted under the categories: Engine, Games.</i>
Currently the games do the job of finding the location of the map lumps (plus gl lumps) by way of invoking dpMapLoader, which returns the lump numbers in a couple of arrays. The game then passes these back to Doomsday so it can load the map using the new common map loading code.
I think it would make sense if we cut out the middle man. As map loading is now done engine side, there is no need for the games to be involved in the process of determining the lump offsets. From the games POV it should be enough to call:
<tt>P_LoadMap(char *mapidentifier)</tt> (eg "E1M1")
Furthermore, do we still need to fragment the process of setting up a map (using several calls in the games to <tt>the engine's R_SetupLevel</tt>)?
I understand this is due to polyobjects being managed game-side. Do you plan to move all polyobject mangement into the engine?