raze/source/core/rendering/render.h

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#pragma once
#include "build.h"
void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang);
2021-03-20 22:01:16 +00:00
struct PortalDesc
{
int type;
int dx, dy, dz;
TArray<int> targets;
};
extern TArray<PortalDesc> allPortals;
inline void portalClear()
{
allPortals.Clear();
}
inline int portalAdd(int type, int target, int dx = 0, int dy = 0, int dz = 0)
{
auto& pt = allPortals[allPortals.Reserve(1)];
pt.type = type;
pt.targets.Push(target);
pt.dx = dx;
pt.dy = dy;
pt.dz = dz;
return allPortals.Size() - 1;
}
// merges portals in adjoining sectors. AFAIK the only one of this kind is in Blood's E4M9, which with the original code is very glitchy.
inline void mergePortals()
{
Printf("Have %d portals\n", allPortals.Size());
bool didsomething = true;
while (didsomething)
{
didsomething = false;
for (unsigned i = 0; i < allPortals.Size(); i++)
{
auto& pt1 = allPortals[i];
if (pt1.type == PORTAL_SECTOR_CEILING || pt1.type == PORTAL_SECTOR_FLOOR)
{
for (unsigned j = i + 1; j < allPortals.Size(); j++)
{
auto& pt2 = allPortals[j];
if (pt1.type != pt2.type || pt1.dx != pt2.dx || pt1.dy != pt2.dy || pt1.dz != pt2.dz) continue;
for (unsigned s = 0; s < pt1.targets.Size(); s++)
{
for (unsigned t = 0; t < pt2.targets.Size(); t++)
{
if (findwallbetweensectors(pt1.targets[s], pt2.targets[t]) >= 0)
{
pt1.targets.Append(pt2.targets);
pt2.targets.Reset();
pt2.type = -1;
for (int n = 0; n < numsectors; n++)
{
Printf("Merged %d and %d\n", i, j);
if (sector[n].portalnum == j) sector[n].portalnum = i;
didsomething = true;
break;
}
}
}
}
}
}
}
}
}