mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
241 lines
7.7 KiB
C++
241 lines
7.7 KiB
C++
/*
|
|
** 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<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
|
|
int numsections;
|
|
int numsectionlines;
|
|
|
|
void hw_SplitSector(int sector, int startpos, int endpos);
|
|
|
|
TArray<int> 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++)
|
|
{
|
|
auto& wal = wall[i];
|
|
sectionLines[i].startpoint = sectionLines[i].wall = i;
|
|
sectionLines[i].endpoint = wal.point2;
|
|
sectionLines[i].partner = wal.nextwall;
|
|
sectionLines[i].section = wal.sector;
|
|
sectionLines[i].partnersection = wal.nextsector;
|
|
sectionLines[i].point2index = wal.point2 - wal.sectorp()->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 = int(sect1 - sections);
|
|
if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
|
|
else newline.point2index = 0;
|
|
assert(newline.point2index >= 0);
|
|
|
|
// relink the partner
|
|
if (newline.partner >= 0)
|
|
{
|
|
auto& partnerline = sectionLines[newline.partner];
|
|
partnerline.partner = thisline;
|
|
partnerline.partnersection = newline.section;
|
|
}
|
|
thisline++;
|
|
}
|
|
else
|
|
{
|
|
splitline1 = thisline++;
|
|
sectionLines[splitline1].wall = -1;
|
|
sectionLines[splitline1].section = int(sect1 - sections);
|
|
sectionLines[splitline1].partnersection = int(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 = int(sect2 - sections);
|
|
if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
|
|
else newline.point2index = 0;
|
|
assert(newline.point2index >= 0);
|
|
|
|
// relink the partner
|
|
if (newline.partner >= 0)
|
|
{
|
|
auto& partnerline = sectionLines[newline.partner];
|
|
partnerline.partner = thisline;
|
|
partnerline.partnersection = newline.section;
|
|
}
|
|
thisline++;
|
|
}
|
|
else
|
|
{
|
|
splitline2 = thisline++;
|
|
sectionLines[splitline2].wall = -1;
|
|
sectionLines[splitline2].section = int(sect2 - sections);
|
|
sectionLines[splitline2].partnersection = int(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] = int(sect1 - sections);
|
|
sectionspersector[sect.sector][1] = int(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();
|
|
}
|