- store extended sector info directly in FLevelLocals.

This is safer than using the first sector's reference.
This commit is contained in:
Christoph Oelckers 2020-10-05 00:39:21 +02:00
parent 497c474fee
commit 9a994482b1
3 changed files with 4 additions and 9 deletions

View File

@ -432,6 +432,7 @@ public:
TArray<vertex_t> vertexes; TArray<vertex_t> vertexes;
TArray<sector_t> sectors; TArray<sector_t> sectors;
TArray<extsector_t> extsectors; // container for non-trivial sector information. sector_t must be trivially copyable for *_fakeflat to work as intended.
TArray<line_t*> linebuffer; // contains the line lists for the sectors. TArray<line_t*> linebuffer; // contains the line lists for the sectors.
TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors. TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
TArray<line_t> lines; TArray<line_t> lines;

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@ -1066,6 +1066,7 @@ void MapLoader::LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
unsigned numsectors = lumplen / sizeof(mapsector_t); unsigned numsectors = lumplen / sizeof(mapsector_t);
Level->sectors.Alloc(numsectors); Level->sectors.Alloc(numsectors);
Level->extsectors.Alloc(numsectors);
auto sectors = &Level->sectors[0]; auto sectors = &Level->sectors[0];
memset (sectors, 0, numsectors*sizeof(sector_t)); memset (sectors, 0, numsectors*sizeof(sector_t));
@ -1078,12 +1079,9 @@ void MapLoader::LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ms = (mapsector_t*)msp.Data(); ms = (mapsector_t*)msp.Data();
ss = sectors; ss = sectors;
// Extended properties
sectors[0].e = new extsector_t[numsectors];
for (unsigned i = 0; i < numsectors; i++, ss++, ms++) for (unsigned i = 0; i < numsectors; i++, ss++, ms++)
{ {
ss->e = &sectors[0].e[i]; ss->e = &Level->extsectors[i];
ss->Level = Level; ss->Level = Level;
if (!map->HasBehavior) ss->Flags |= SECF_FLOORDROP; if (!map->HasBehavior) ss->Flags |= SECF_FLOORDROP;
ss->SetPlaneTexZ(sector_t::floor, (double)LittleShort(ms->floorheight)); ss->SetPlaneTexZ(sector_t::floor, (double)LittleShort(ms->floorheight));

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@ -314,11 +314,6 @@ void FLevelLocals::ClearLevelData()
DialogueRoots.Clear(); DialogueRoots.Clear();
ClassRoots.Clear(); ClassRoots.Clear();
// delete allocated data in the level arrays.
if (sectors.Size() > 0)
{
delete[] sectors[0].e;
}
for (auto &sub : subsectors) for (auto &sub : subsectors)
{ {
if (sub.BSP != nullptr) delete sub.BSP; if (sub.BSP != nullptr) delete sub.BSP;
@ -335,6 +330,7 @@ void FLevelLocals::ClearLevelData()
canvasTextureInfo.EmptyList(); canvasTextureInfo.EmptyList();
sections.Clear(); sections.Clear();
segs.Clear(); segs.Clear();
extsectors.Clear();
sectors.Clear(); sectors.Clear();
linebuffer.Clear(); linebuffer.Clear();
subsectorbuffer.Clear(); subsectorbuffer.Clear();