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https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- made several arrays holding sector related data dynamic.
This commit is contained in:
parent
2a07159c8d
commit
1a3b9f8ac0
11 changed files with 50 additions and 50 deletions
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@ -235,7 +235,7 @@ extern int16_t pskybits_override;
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EXTERN int16_t tailspritefree;
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EXTERN uint8_t gotpic[(MAXTILES+7)>>3];
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extern FixedBitArray<MAXSECTORS> gotsector;
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extern BitArray gotsector;
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extern uint32_t drawlinepat;
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@ -20,15 +20,11 @@ static linetype clipit[MAXCLIPNUM];
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static int32_t clipsectnum, origclipsectnum, clipspritenum;
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int clipsectorlist[MAXCLIPSECTORS];
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static int origclipsectorlist[MAXCLIPSECTORS];
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static uint8_t clipsectormap[(MAXSECTORS+7)>>3];
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static uint8_t origclipsectormap[(MAXSECTORS+7)>>3];
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static CollisionBase clipobjectval[MAXCLIPNUM];
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static uint8_t clipignore[(MAXCLIPNUM+7)>>3];
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static int32_t rxi[8], ryi[8];
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inline void bitmap_set(uint8_t* const ptr, int const n) { ptr[n >> 3] |= 1 << (n & 7); }
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inline char bitmap_test(uint8_t const* const ptr, int const n) { return ptr[n >> 3] & (1 << (n & 7)); }
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BitArray clipsectormap;
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int32_t quickloadboard=0;
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@ -36,6 +32,7 @@ vec2_t hitscangoal = { (1<<29)-1, (1<<29)-1 };
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int32_t hitallsprites = 0;
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////////// CLIPMOVE //////////
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inline char bitmap_test(uint8_t const* const ptr, int const n) { return ptr[n >> 3] & (1 << (n & 7)); }
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// x1, y1: in/out
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@ -175,7 +172,7 @@ static inline void addclipsect(int const sectnum)
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{
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if (clipsectnum < MAXCLIPSECTORS)
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{
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bitmap_set(clipsectormap, sectnum);
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clipsectormap.Set(sectnum);
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clipsectorlist[clipsectnum++] = sectnum;
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}
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else
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@ -413,7 +410,7 @@ static void clipupdatesector(vec2_t const pos, int * const sectnum, int walldist
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for (auto& wal : wallsofsector(listsectnum))
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{
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if (wal.nextsector >= 0 && bitmap_test(clipsectormap, wal.nextsector))
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if (wal.nextsector >= 0 && clipsectormap[wal.nextsector])
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search.Add(wal.nextsector);
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}
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}
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@ -478,8 +475,8 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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clipmove_warned = 0;
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memset(clipsectormap, 0, (numsectors+7)>>3);
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bitmap_set(clipsectormap, *sectnum);
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clipsectormap.Zero();
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clipsectormap.Set(*sectnum);
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do
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{
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@ -563,7 +560,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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}
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else if (wal->nextsector>=0)
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{
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if (bitmap_test(clipsectormap, wal->nextsector) == 0)
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if (!clipsectormap[wal->nextsector])
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addclipsect(wal->nextsector);
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}
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}
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@ -858,8 +855,8 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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clipsectorlist[0] = *sectnum;
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clipsectnum = 1;
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memset(clipsectormap, 0, (numsectors + 7) >> 3);
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bitmap_set(clipsectormap, *sectnum);
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clipsectormap.Zero();
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clipsectormap.Set(*sectnum);
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}
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do
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@ -926,7 +923,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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clipupdatesector(vect->vec2, sectnum, walldist);
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && *sectnum < 0) return -1;
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}
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else if (bitmap_test(clipsectormap, wal->nextsector) == 0)
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else if (!clipsectormap[wal->nextsector])
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addclipsect(wal->nextsector);
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}
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@ -975,8 +972,8 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas
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clipsectorlist[0] = sectnum;
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clipsectnum = 1;
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clipspritenum = 0;
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memset(clipsectormap, 0, (numsectors+7)>>3);
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bitmap_set(clipsectormap, sectnum);
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clipsectormap.Zero();
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clipsectormap.Set(sectnum);
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do //Collect sectors inside your square first
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{
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@ -1011,7 +1008,7 @@ void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBas
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if (((nextsect->floorstat&1) == 0) && (pos.z >= nextsect->floorz-(3<<8))) continue;
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int nextsectno = ::sectnum(nextsect);
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if (bitmap_test(clipsectormap, nextsectno) == 0)
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if (!clipsectormap[nextsectno])
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addclipsect(nextsectno);
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if (((v1.x < xmin + MAXCLIPDIST) && (v2.x < xmin + MAXCLIPDIST)) ||
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@ -49,6 +49,8 @@
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#include "interpolate.h"
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#include "games/blood/src/mapstructs.h"
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extern BitArray clipsectormap;
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// needed for skipping over to get the map size first.
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enum
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{
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@ -371,6 +373,8 @@ void allocateMapArrays(int numsprites)
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show2dsector.Resize(numsectors);
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show2dwall.Resize(numwalls);
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gotsector.Resize(numsectors);
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clipsectormap.Resize(numsectors);
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mapDataArena.FreeAll();
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sector.Resize(numsectors);
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@ -469,7 +473,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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G_LoadMapHack(filename, md4, sprites);
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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sectorGeometry.SetSize(Sections.Size());
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wallbackup = wall;
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@ -43,9 +43,8 @@
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SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)];
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Section sections[MAXSECTORS + (MAXSECTORS >> 2)];
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TArray<Section> Sections;
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TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
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int numsections;
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int numsectionlines;
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void hw_SplitSector(int sector, int startpos, int endpos);
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@ -55,6 +54,7 @@ TArray<int> splits;
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void hw_BuildSections()
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{
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Sections.Resize(numsectors);
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for (int i = 0; i < numsectors; i++)
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{
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// Fix maps which do not set their wallptr to the first wall. Lo Wang In Time's map 11 is such a case.
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@ -65,16 +65,15 @@ void hw_BuildSections()
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sector[i].wallnum++;
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wp--;
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}
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sections[i].sector = i;
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sections[i].lines.Resize(sector[i].wallnum);
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for (int j = 0; j < sector[i].wallnum; j++) sections[i].lines[j] = sector[i].wallptr + j;
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Sections[i].sector = i;
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Sections[i].lines.Resize(sector[i].wallnum);
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for (int j = 0; j < sector[i].wallnum; j++) Sections[i].lines[j] = sector[i].wallptr + j;
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sectionspersector[i].Resize(1);
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sectionspersector[i][0] = i;
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}
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// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
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numsectionlines = numwalls;
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numsections = numsectors;
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for (int i = 0; i < numwalls; i++)
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{
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auto& wal = wall[i];
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@ -95,12 +94,12 @@ static void SplitSection(int section, int start, int end)
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{
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// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
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// This also can only apply a single split to a given sector.
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int firstsection = numsections++;
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int secondsection = numsections++;
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int firstsection = Sections.Reserve(2);
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int secondsection = firstsection+1;
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auto& sect = sections[section];
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Section* sect1 = §ions[firstsection];
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Section* sect2 = §ions[secondsection];
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auto& sect = Sections[section];
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Section* sect1 = &Sections[firstsection];
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Section* sect2 = &Sections[secondsection];
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sect1->sector = sect.sector;
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sect2->sector = sect.sector;
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sect1->lines.Clear();
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@ -135,7 +134,7 @@ static void SplitSection(int section, int start, int end)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = int(sect1 - sections);
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newline.section = Sections.IndexOf(sect1);
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if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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@ -153,8 +152,8 @@ static void SplitSection(int section, int start, int end)
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{
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splitline1 = thisline++;
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sectionLines[splitline1].wall = -1;
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sectionLines[splitline1].section = int(sect1 - sections);
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sectionLines[splitline1].partnersection = int(sect2 - sections);
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sectionLines[splitline1].section = Sections.IndexOf(sect1);
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sectionLines[splitline1].partnersection = Sections.IndexOf(sect2);
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sectionLines[splitline1].startpoint = start;
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sectionLines[splitline1].endpoint = end;
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sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
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@ -170,7 +169,7 @@ static void SplitSection(int section, int start, int end)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = int(sect2 - sections);
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newline.section = Sections.IndexOf(sect1);
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if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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@ -188,8 +187,8 @@ static void SplitSection(int section, int start, int end)
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{
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splitline2 = thisline++;
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sectionLines[splitline2].wall = -1;
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sectionLines[splitline2].section = int(sect2 - sections);
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sectionLines[splitline2].partnersection = int(sect1 - sections);
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sectionLines[splitline2].section = Sections.IndexOf(sect2);
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sectionLines[splitline2].partnersection = Sections.IndexOf(sect1);
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sectionLines[splitline2].startpoint = end;
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sectionLines[splitline2].endpoint = start;
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sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
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@ -199,8 +198,8 @@ static void SplitSection(int section, int start, int end)
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sectionLines[splitline2].partner = splitline1;
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sectionspersector[sect.sector].Resize(2);
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sectionspersector[sect.sector][0] = int(sect1 - sections);
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sectionspersector[sect.sector][1] = int(sect2 - sections);
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sectionspersector[sect.sector][0] = Sections.IndexOf(sect1);
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sectionspersector[sect.sector][1] = Sections.IndexOf(sect2);
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}
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void hw_SplitSector(int sectnum, int start, int end)
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@ -213,7 +212,7 @@ void hw_SplitSector(int sectnum, int start, int end)
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{
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int sect = sectionspersector[sectnum][i];
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bool foundstart = false, foundend = false;
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for (int aline : sections[sect].lines)
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for (int aline : Sections[sect].lines)
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{
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int line = sectionLines[aline].wall;
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if (line == start) foundstart = true;
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@ -22,9 +22,8 @@ struct Section
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// giving 25% more may be a bit high as normally this should be small numbers only.
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extern SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)];
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extern Section sections[MAXSECTORS + (MAXSECTORS >> 2)];
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extern TArray<Section> Sections;
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extern TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
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extern int numsections;
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extern int numsectionlines;
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@ -92,6 +92,7 @@ void BunchDrawer::StartScene()
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StartTime = I_msTime();
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Bunches.Clear();
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CompareData.Clear();
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gotsector.Resize(numsectors);
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gotsector.Zero();
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gotsection2.Zero();
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gotwall.Zero();
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@ -560,7 +561,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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SetupSprite.Clock();
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int sectnum = sections[sectionnum].sector;
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int sectnum = Sections[sectionnum].sector;
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if (!gotsector[sectnum])
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{
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gotsector.Set(sectnum);
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@ -598,7 +599,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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//Todo: process subsectors
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inbunch = false;
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auto section = §ions[sectionnum];
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auto section = &Sections[sectionnum];
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for (unsigned i = 0; i < section->lines.Size(); i++)
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{
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auto thisline = §ionLines[section->lines[i]];
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@ -27,7 +27,7 @@ class BunchDrawer
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double viewx, viewy;
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vec2_t iview;
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float gcosang, gsinang;
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FixedBitArray<MAXSECTORS> gotsector;
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BitArray gotsector;
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FixedBitArray<MAXSECTORS*5/4> gotsection2;
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BitArray gotwall;
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BitArray blockwall;
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@ -61,5 +61,5 @@ private:
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public:
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void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2);
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void RenderScene(const int* viewsectors, unsigned sectcount, bool portal);
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const FixedBitArray<MAXSECTORS>& GotSector() const { return gotsector; }
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const BitArray& GotSector() const { return gotsector; }
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};
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@ -51,7 +51,7 @@ CVAR(Bool, gl_texture, true, 0)
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CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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FixedBitArray<MAXSECTORS> gotsector;
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BitArray gotsector;
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//==========================================================================
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//
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@ -705,7 +705,7 @@ void SerializeMap(FSerializer& arc)
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{
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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sectorGeometry.SetSize(Sections.Size());
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}
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}
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@ -218,7 +218,7 @@ public:
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bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §ions[secnum];
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auto sec = &Sections[secnum];
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auto sectorp = §or[sec->sector];
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int numvertices = sec->lines.Size();
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@ -333,7 +333,7 @@ bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2
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bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §ions[secnum];
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auto sec = &Sections[secnum];
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auto sectorp = §or[sec->sector];
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int numvertices = sec->lines.Size();
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void SectorGeometry::ValidateSector(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §or[sections[secnum].sector];
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auto sec = §or[Sections[secnum].sector];
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auto compare = &data[secnum].compare[plane];
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if (plane == 0)
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@ -726,7 +726,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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sectorGeometry.SetSize(Sections.Size());
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wallbackup = wall;
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sectorbackup = sector;
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}
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