#pragma once #include "build.h" #include "gamefuncs.h" class FSerializer; struct IntRect; void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double interpfrac, float fov = -1); void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double interpfrac); struct PortalDesc { int type; int dx, dy, dz; TArray targets; }; FSerializer& Serialize(FSerializer& arc, const char* key, PortalDesc& obj, PortalDesc* defval); extern TArray allPortals; inline void portalClear() { allPortals.Clear(); } inline int portalAdd(int type, int target, const DVector3& offset) { auto& pt = allPortals[allPortals.Reserve(1)]; pt.type = type; if (target >= 0) pt.targets.Push(target); pt.dx = offset.X * worldtoint; pt.dy = offset.Y * worldtoint; pt.dz = offset.Z * zworldtoint; return allPortals.Size() - 1; } // merges portals in adjoining sectors. 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() && pt2.targets.Size(); s++) { for (unsigned t = 0; t < pt2.targets.Size(); t++) { if (sectorsConnected(pt1.targets[s], pt2.targets[t])) { pt1.targets.Append(pt2.targets); pt2.targets.Reset(); pt2.type = -1; for (auto& sec : sector) { //Printf("Merged %d and %d\n", i, j); if (sec.portalnum == (int)j) sec.portalnum = i; } didsomething = true; break; } } } } } } } }