mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
a0ad4ea193
I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever. The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
636 lines
17 KiB
C++
636 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2018 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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//
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//-----------------------------------------------------------------------------
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#include <math.h>
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#ifdef _MSC_VER
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#include <malloc.h> // for alloca()
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#endif
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#include "templates.h"
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#include "d_player.h"
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#include "m_argv.h"
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#include "g_game.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "nodebuild.h"
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#include "p_lnspec.h"
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#include "c_console.h"
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#include "p_acs.h"
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#include "announcer.h"
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#include "wi_stuff.h"
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#include "doomerrors.h"
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#include "gi.h"
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#include "p_conversation.h"
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#include "a_keys.h"
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#include "s_sndseq.h"
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#include "sbar.h"
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#include "p_setup.h"
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#include "r_data/r_interpolate.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "md5.h"
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#include "po_man.h"
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#include "r_renderer.h"
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#include "p_blockmap.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "c_dispatch.h"
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#include "a_dynlight.h"
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#include "events.h"
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#include "p_destructible.h"
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#include "types.h"
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#include "i_time.h"
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#include "scripting/vm/vm.h"
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#include "fragglescript/t_fs.h"
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#include "a_specialspot.h"
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#include "maploader/maploader.h"
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void P_ClearUDMFKeys();
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extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
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extern unsigned int R_OldBlend;
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static void P_Shutdown ();
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//===========================================================================
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//
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// P_PrecacheLevel
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//
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// Preloads all relevant graphics for the Level->
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//
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//===========================================================================
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void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
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static void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask)
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{
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if (hitlist[texid.GetIndex()] & bitmask) return; // already done, no need to process everything again.
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hitlist[texid.GetIndex()] |= (uint8_t)bitmask;
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for (auto anim : TexMan.mAnimations)
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{
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if (texid == anim->BasePic || (!anim->bDiscrete && anim->BasePic < texid && texid < anim->BasePic + anim->NumFrames))
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{
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for (int i = anim->BasePic.GetIndex(); i < anim->BasePic.GetIndex() + anim->NumFrames; i++)
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{
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hitlist[i] |= (uint8_t)bitmask;
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}
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}
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}
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auto switchdef = TexMan.FindSwitch(texid);
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if (switchdef)
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{
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for (int i = 0; i < switchdef->NumFrames; i++)
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{
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hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
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}
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for (int i = 0; i < switchdef->PairDef->NumFrames; i++)
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{
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hitlist[switchdef->PairDef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
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}
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}
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auto adoor = TexMan.FindAnimatedDoor(texid);
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if (adoor)
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{
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for (int i = 0; i < adoor->NumTextureFrames; i++)
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{
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hitlist[adoor->TextureFrames[i].GetIndex()] |= (uint8_t)bitmask;
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}
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}
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}
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static void PrecacheLevel(FLevelLocals *Level)
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{
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if (demoplayback)
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return;
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int i;
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TMap<PClassActor *, bool> actorhitlist;
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int cnt = TexMan.NumTextures();
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TArray<uint8_t> hitlist(cnt, true);
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memset(hitlist.Data(), 0, cnt);
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ((actor = iterator.Next()))
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{
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actorhitlist[actor->GetClass()] = true;
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}
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for (auto n : gameinfo.PrecachedClasses)
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{
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PClassActor *cls = PClass::FindActor(n);
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if (cls != nullptr) actorhitlist[cls] = true;
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}
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for (unsigned i = 0; i < Level->info->PrecacheClasses.Size(); i++)
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{
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// Level->info can only store names, no class pointers.
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PClassActor *cls = PClass::FindActor(Level->info->PrecacheClasses[i]);
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if (cls != nullptr) actorhitlist[cls] = true;
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}
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for (i = Level->sectors.Size() - 1; i >= 0; i--)
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{
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::floor), FTextureManager::HIT_Flat);
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::ceiling), FTextureManager::HIT_Flat);
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}
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for (i = Level->sides.Size() - 1; i >= 0; i--)
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{
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::top), FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::mid), FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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{
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AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
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}
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if (sky2texture.isValid())
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{
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AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
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}
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for (auto n : gameinfo.PrecachedTextures)
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{
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FTextureID tex = TexMan.CheckForTexture(n, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
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}
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for (unsigned i = 0; i < Level->info->PrecacheTextures.Size(); i++)
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{
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FTextureID tex = TexMan.CheckForTexture(Level->info->PrecacheTextures[i], ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
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}
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// This is just a temporary solution, until the hardware renderer's texture manager is in a better state.
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if (!V_IsHardwareRenderer())
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SWRenderer->Precache(hitlist.Data(), actorhitlist);
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else
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hw_PrecacheTexture(hitlist.Data(), actorhitlist);
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}
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//============================================================================
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//
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// clears all portal data for a new level start
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//
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//============================================================================
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void FLevelLocals::ClearPortals()
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{
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Displacements.Create(1);
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linePortals.Clear();
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linkedPortals.Clear();
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sectorPortals.Resize(2);
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PortalBlockmap.Clear();
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// The first entry must always be the default skybox. This is what every sector gets by default.
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memset(§orPortals[0], 0, sizeof(sectorPortals[0]));
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sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
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sectorPortals[0].mFlags = PORTSF_SKYFLATONLY;
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// The second entry will be the default sky. This is for forcing a regular sky through the skybox picker
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memset(§orPortals[1], 0, sizeof(sectorPortals[0]));
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sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
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sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
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// also clear the render data
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for (auto &sub : subsectors)
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{
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for (int j = 0; j < 2; j++)
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{
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if (sub.portalcoverage[j].subsectors != nullptr)
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{
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delete[] sub.portalcoverage[j].subsectors;
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sub.portalcoverage[j].subsectors = nullptr;
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}
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}
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}
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for (unsigned i = 0; i < portalGroups.Size(); i++)
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{
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delete portalGroups[i];
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}
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portalGroups.Clear();
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linePortalSpans.Clear();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FLevelLocals::ClearLevelData()
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{
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total_monsters = total_items = total_secrets =
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killed_monsters = found_items = found_secrets =
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wminfo.maxfrags = 0;
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// delete allocated data in the level arrays.
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if (sectors.Size() > 0)
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{
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delete[] sectors[0].e;
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}
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for (auto &sub : subsectors)
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{
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if (sub.BSP != nullptr) delete sub.BSP;
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}
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ClearPortals();
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SpotState = nullptr;
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CorpseQueue.Clear();
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canvasTextureInfo.EmptyList();
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sections.Clear();
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segs.Clear();
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sectors.Clear();
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linebuffer.Clear();
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subsectorbuffer.Clear();
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lines.Clear();
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sides.Clear();
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segbuffer.Clear();
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loadsectors.Clear();
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loadlines.Clear();
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loadsides.Clear();
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vertexes.Clear();
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nodes.Clear();
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gamenodes.Reset();
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subsectors.Clear();
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gamesubsectors.Reset();
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rejectmatrix.Clear();
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Zones.Clear();
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blockmap.Clear();
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Polyobjects.Clear();
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for (auto &pb : PolyBlockMap)
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{
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polyblock_t *link = pb;
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while (link != nullptr)
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{
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polyblock_t *next = link->next;
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delete link;
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link = next;
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}
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}
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PolyBlockMap.Reset();
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deathmatchstarts.Clear();
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AllPlayerStarts.Clear();
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memset(playerstarts, 0, sizeof(playerstarts));
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Scrolls.Clear();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void P_FreeLevelData ()
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{
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// [ZZ] delete per-map event handlers
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E_Shutdown(true);
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R_FreePastViewers();
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P_ClearUDMFKeys();
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// [RH] Clear all ThingID hash chains.
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AActor::ClearTIDHashes();
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interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
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FPolyObj::ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
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SN_StopAllSequences ();
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DThinker::DestroyAllThinkers ();
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tagManager.Clear();
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FBehavior::StaticUnloadModules ();
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P_FreeStrifeConversations ();
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level.ClearLevelData();
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}
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//===========================================================================
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//
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// P_SetupLevel
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//
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// [RH] position indicates the start spot to spawn at
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//
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//===========================================================================
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void P_SetupLevel(const char *lumpname, int position, bool newGame)
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{
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int i;
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level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
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// This is motivated as follows:
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level.maptype = MAPTYPE_UNKNOWN;
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wminfo.partime = 180;
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if (!savegamerestore)
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{
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level.SetMusicVolume(level.MusicVolume);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].killcount = players[i].secretcount
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= players[i].itemcount = 0;
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}
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].mo = nullptr;
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}
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// [RH] Clear any scripted translation colors the previous level may have set.
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for (i = 0; i < int(translationtables[TRANSLATION_LevelScripted].Size()); ++i)
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{
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FRemapTable *table = translationtables[TRANSLATION_LevelScripted][i];
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if (table != nullptr)
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{
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delete table;
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translationtables[TRANSLATION_LevelScripted][i] = nullptr;
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}
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}
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translationtables[TRANSLATION_LevelScripted].Clear();
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// Initial height of PointOfView will be set by player think.
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players[consoleplayer].viewz = NO_VALUE;
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// Make sure all sounds are stopped before Z_FreeTags.
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S_Start();
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// [RH] clear out the mid-screen message
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C_MidPrint(nullptr, nullptr);
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// Free all level data from the previous map
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P_FreeLevelData();
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MapData *map = P_OpenMapData(lumpname, true);
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if (map == nullptr)
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{
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I_Error("Unable to open map '%s'\n", lumpname);
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}
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// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
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// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
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E_InitStaticHandlers(true);
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// generate a checksum for the level, to be included and checked with savegames.
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map->GetChecksum(level.md5);
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// find map num
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level.lumpnum = map->lumpnum;
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if (newGame)
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{
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E_NewGame(EventHandlerType::PerMap);
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}
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MapLoader loader(&level);
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loader.LoadLevel(map, lumpname, position);
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delete map;
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// if deathmatch, randomly spawn the active players
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if (deathmatch)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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players[i].mo = nullptr;
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G_DeathMatchSpawnPlayer(i);
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}
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}
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}
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// the same, but for random single/coop player starts
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else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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players[i].mo = nullptr;
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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}
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// [SP] move unfriendly players around
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// horribly hacky - yes, this needs rewritten.
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if (level.deathmatchstarts.Size() > 0)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != nullptr)
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{
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if (!(players[i].mo->flags & MF_FRIENDLY))
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{
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AActor * oldSpawn = players[i].mo;
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G_DeathMatchSpawnPlayer(i);
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oldSpawn->Destroy();
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}
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}
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}
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}
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// Don't count monsters in end-of-level sectors if option is on
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if (dmflags2 & DF2_NOCOUNTENDMONST)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ((mo = it.Next()))
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{
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if (mo->flags & MF_COUNTKILL)
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{
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if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE | SECF_ENDLEVEL)) == (SECF_ENDGODMODE | SECF_ENDLEVEL))
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{
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mo->ClearCounters();
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}
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}
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}
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}
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T_PreprocessScripts(&level); // preprocess FraggleScript scripts
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// build subsector connect matrix
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// UNUSED P_ConnectSubsectors ();
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R_OldBlend = 0xffffffff;
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// [RH] Remove all particles
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P_ClearParticles();
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// preload graphics and sounds
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if (precache)
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{
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PrecacheLevel(&level);
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S_PrecacheLevel();
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}
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if (deathmatch)
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{
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AnnounceGameStart();
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}
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// This check was previously done at run time each time the heightsec was checked.
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// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
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for (auto &s : level.sectors)
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{
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if (s.heightsec != nullptr)
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{
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// If any of these 3D floors render their planes, ignore heightsec.
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for (auto &ff : s.e->XFloor.ffloors)
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{
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if ((ff->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
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|
{
|
|
s.MoreFlags |= SECMF_IGNOREHEIGHTSEC; // mark the heightsec inactive.
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
P_ResetSightCounters(true);
|
|
|
|
// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
|
|
// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
|
|
// Note that none of these structures may contain non POD fields anyway.
|
|
level.loadsectors.Resize(level.sectors.Size());
|
|
memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
|
|
level.loadlines.Resize(level.lines.Size());
|
|
memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
|
|
level.loadsides.Resize(level.sides.Size());
|
|
memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
|
|
}
|
|
|
|
//
|
|
// P_Init
|
|
//
|
|
void P_Init ()
|
|
{
|
|
atterm (P_Shutdown);
|
|
|
|
P_InitEffects (); // [RH]
|
|
P_InitTerrainTypes ();
|
|
P_InitKeyMessages ();
|
|
R_InitSprites ();
|
|
}
|
|
|
|
static void P_Shutdown ()
|
|
{
|
|
DThinker::DestroyThinkersInList(STAT_STATIC);
|
|
P_FreeLevelData ();
|
|
// [ZZ] delete global event handlers
|
|
E_Shutdown(false);
|
|
ST_Clear();
|
|
for (auto &p : players)
|
|
{
|
|
if (p.psprites != nullptr) p.psprites->Destroy();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// dumpgeometry
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(dumpgeometry)
|
|
{
|
|
for (auto §or : level.sectors)
|
|
{
|
|
Printf(PRINT_LOG, "Sector %d\n", sector.sectornum);
|
|
for (int j = 0; j<sector.subsectorcount; j++)
|
|
{
|
|
subsector_t * sub = sector.subsectors[j];
|
|
|
|
Printf(PRINT_LOG, " Subsector %d - real sector = %d - %s\n", int(sub->Index()), sub->sector->sectornum, sub->hacked & 1 ? "hacked" : "");
|
|
for (uint32_t k = 0; k<sub->numlines; k++)
|
|
{
|
|
seg_t * seg = sub->firstline + k;
|
|
if (seg->linedef)
|
|
{
|
|
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, linedef %d, side %d",
|
|
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(),
|
|
seg->Index(), seg->linedef->Index(), seg->sidedef != seg->linedef->sidedef[0]);
|
|
}
|
|
else
|
|
{
|
|
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, miniseg",
|
|
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(), seg->Index());
|
|
}
|
|
if (seg->PartnerSeg)
|
|
{
|
|
subsector_t * sub2 = seg->PartnerSeg->Subsector;
|
|
Printf(PRINT_LOG, ", back sector = %d, real back sector = %d", sub2->render_sector->sectornum, seg->PartnerSeg->frontsector->sectornum);
|
|
}
|
|
else if (seg->backsector)
|
|
{
|
|
Printf(PRINT_LOG, ", back sector = %d (no partnerseg)", seg->backsector->sectornum);
|
|
}
|
|
|
|
Printf(PRINT_LOG, "\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(listmapsections)
|
|
{
|
|
for (int i = 0; i < 100; i++)
|
|
{
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
if (sub.mapsection == i)
|
|
{
|
|
Printf("Mapsection %d, sector %d, line %d\n", i, sub.render_sector->Index(), sub.firstline->linedef->Index());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|