/* ** hw_sectiona.cpp ** For decoupling the renderer from internal Build structures ** **--------------------------------------------------------------------------- ** Copyright 2021 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** The sole reason for existence of this file is that Build's sector setup ** does not allow for easy splitting of sectors, either for having disjoint parts ** or requiring partial rendering. So we need to add a superstructure ** where we can shuffle around some content without disturbing the original ** order... ** */ #include "hw_sections.h" SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)]; Section sections[MAXSECTORS + (MAXSECTORS >> 2)]; TArray sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap int numsections; int numsectionlines; void hw_SplitSector(int sector, int startpos, int endpos); TArray splits; void hw_BuildSections() { for (int i = 0; i < numsectors; i++) { // Fix maps which do not set their wallptr to the first wall. Lo Wang In Time's map 11 is such a case. int wp = sector[i].wallptr; while (wp > 0 && wall[wp - 1].nextwall >= 0 && wall[wall[wp - 1].nextwall].nextsector == i) { sector[i].wallptr--; sector[i].wallnum++; wp--; } sections[i].sector = i; sections[i].lines.Resize(sector[i].wallnum); for (int j = 0; j < sector[i].wallnum; j++) sections[i].lines[j] = sector[i].wallptr + j; sectionspersector[i].Resize(1); sectionspersector[i][0] = i; } // Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections. numsectionlines = numwalls; numsections = numsectors; for (int i = 0; i < numwalls; i++) { sectionLines[i].startpoint = sectionLines[i].wall = i; sectionLines[i].endpoint = wall[i].point2; sectionLines[i].partner = wall[i].nextwall; sectionLines[i].section = wall[i].sector; sectionLines[i].partnersection = wall[i].nextsector; sectionLines[i].point2index = wall[i].point2 - sector[wall[i].sector].wallptr; } for (unsigned i = 0; i < splits.Size(); i += 3) hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]); } static void SplitSection(int section, int start, int end) { // note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes. // This also can only apply a single split to a given sector. int firstsection = numsections++; int secondsection = numsections++; auto& sect = sections[section]; Section* sect1 = §ions[firstsection]; Section* sect2 = §ions[secondsection]; sect1->sector = sect.sector; sect2->sector = sect.sector; sect1->lines.Clear(); sect2->lines.Clear(); for (int aline : sect.lines) { int line = sectionLines[aline].wall; if (line < start || line >= end) { sect1->lines.Push(aline); } if (line == start) { sect1->lines.Push(-1); sect2->lines.Push(-1); } if (line >= start && line < end) { sect2->lines.Push(aline); } } int firstnewline = numsectionlines; int thisline = numsectionlines; int splitline1 = 0, splitline2 = 0; //numsectionlines += sect1->lines.Size() + 1; for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines) { int sline = sect1->lines[i]; sect1->lines[i] = thisline; if (sline != -1) { SectionLine& newline = sectionLines[thisline]; newline = sectionLines[sline]; newline.section = int16_t(sect1 - sections); if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline; else newline.point2index = 0; assert(newline.point2index >= 0); // relink the partner auto& partnerline = sectionLines[newline.partner]; partnerline.partner = thisline; partnerline.partnersection = newline.section; thisline++; } else { splitline1 = thisline++; sectionLines[splitline1].wall = -1; sectionLines[splitline1].section = int16_t(sect1 - sections); sectionLines[splitline1].partnersection = int16_t(sect2 - sections); sectionLines[splitline1].startpoint = start; sectionLines[splitline1].endpoint = end; sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline; } } firstnewline = thisline; for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines) { int sline = sect2->lines[i]; sect2->lines[i] = thisline; if (sline != -1) { SectionLine& newline = sectionLines[thisline]; newline = sectionLines[sline]; newline.section = int16_t(sect2 - sections); if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline; else newline.point2index = 0; assert(newline.point2index >= 0); // relink the partner auto& partnerline = sectionLines[newline.partner]; partnerline.partner = thisline; partnerline.partnersection = newline.section; thisline++; } else { splitline2 = thisline++; sectionLines[splitline2].wall = -1; sectionLines[splitline2].section = int16_t(sect2 - sections); sectionLines[splitline2].partnersection = int16_t(sect1 - sections); sectionLines[splitline2].startpoint = end; sectionLines[splitline2].endpoint = start; sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline; } } sectionLines[splitline1].partner = splitline2; sectionLines[splitline2].partner = splitline1; sectionspersector[sect.sector].Resize(2); sectionspersector[sect.sector][0] = int16_t(sect1 - sections); sectionspersector[sect.sector][1] = int16_t(sect2 - sections); } void hw_SplitSector(int sectnum, int start, int end) { int wallstart = sector[sectnum].wallptr; int wallend = wallstart + sector[sectnum].wallnum; if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return; for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++) { int sect = sectionspersector[sectnum][i]; bool foundstart = false, foundend = false; for (int aline : sections[sect].lines) { int line = sectionLines[aline].wall; if (line == start) foundstart = true; if (line == end) foundend = true; } if (foundstart && foundend) { sectionspersector[sectnum].Delete(i); SplitSection(sect, start, end); return; } } } void hw_SetSplitSector(int sectnum, int start, int end) { splits.Push(sectnum); splits.Push(start); splits.Push(end); } void hw_ClearSplitSector() { splits.Clear(); }