mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- store the master pointer for the subsector lists in sector_t and the seg lists in side_t in FLevelLocals as a TArray instead of relying on the first element's pointer for this.
This simply way bad style.
This commit is contained in:
parent
64595abe60
commit
326e4d8559
5 changed files with 14 additions and 30 deletions
|
@ -53,8 +53,10 @@ struct FLevelData
|
|||
TArray<vertex_t> vertexes;
|
||||
TArray<sector_t> sectors;
|
||||
TArray<line_t*> linebuffer; // contains the line lists for the sectors.
|
||||
TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
|
||||
TArray<line_t> lines;
|
||||
TArray<side_t> sides;
|
||||
TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
|
||||
TArray<seg_t> segs;
|
||||
TArray<subsector_t> subsectors;
|
||||
TArray<node_t> nodes;
|
||||
|
|
|
@ -250,30 +250,22 @@ void P_FreeLevelData ()
|
|||
if (level.sectors.Size() > 0)
|
||||
{
|
||||
delete[] level.sectors[0].e;
|
||||
if (level.sectors[0].subsectors)
|
||||
{
|
||||
delete[] level.sectors[0].subsectors;
|
||||
level.sectors[0].subsectors = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto &sub : level.subsectors)
|
||||
{
|
||||
if (sub.BSP != nullptr) delete sub.BSP;
|
||||
}
|
||||
if (level.sides.Size() > 0 && level.sides[0].segs)
|
||||
{
|
||||
delete[] level.sides[0].segs;
|
||||
level.sides[0].segs = nullptr;
|
||||
}
|
||||
|
||||
|
||||
FBehavior::StaticUnloadModules ();
|
||||
level.canvasTextureInfo.EmptyList();
|
||||
level.sections.Clear();
|
||||
level.segs.Clear();
|
||||
level.sectors.Clear();
|
||||
level.linebuffer.Clear();
|
||||
level.subsectorbuffer.Clear();
|
||||
level.lines.Clear();
|
||||
level.sides.Clear();
|
||||
level.segbuffer.Clear();
|
||||
level.loadsectors.Clear();
|
||||
level.loadlines.Clear();
|
||||
level.loadsides.Clear();
|
||||
|
|
|
@ -243,13 +243,14 @@ static void PrepareSectorData()
|
|||
TArray<subsector_t *> undetermined;
|
||||
|
||||
// now group the subsectors by sector
|
||||
subsector_t ** subsectorbuffer = new subsector_t * [level.subsectors.Size()];
|
||||
level.subsectorbuffer.Resize(level.subsectors.Size());
|
||||
|
||||
for (auto &sub : level.subsectors)
|
||||
{
|
||||
sub.render_sector->subsectorcount++;
|
||||
}
|
||||
|
||||
auto subsectorbuffer = level.subsectorbuffer.Data();
|
||||
for (auto &sec : level.sectors)
|
||||
{
|
||||
sec.subsectors = subsectorbuffer;
|
||||
|
@ -499,7 +500,8 @@ static void PrepareSegs()
|
|||
}
|
||||
|
||||
// allocate memory
|
||||
level.sides[0].segs = new seg_t*[realsegs];
|
||||
level.segbuffer.Resize(realsegs);
|
||||
level.sides[0].segs = level.segbuffer.Data();
|
||||
level.sides[0].numsegs = 0;
|
||||
|
||||
for(unsigned i = 1; i < numsides; i++)
|
||||
|
|
|
@ -1183,6 +1183,8 @@ struct side_t
|
|||
uint8_t Flags;
|
||||
int UDMFIndex; // needed to access custom UDMF fields which are stored in loading order.
|
||||
FLightNode * lighthead; // all dynamic lights that may affect this wall
|
||||
seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
|
||||
int numsegs;
|
||||
|
||||
int GetLightLevel (bool foggy, int baselight, bool is3dlight=false, int *pfakecontrast_usedbygzdoom=NULL) const;
|
||||
|
||||
|
@ -1342,12 +1344,6 @@ struct side_t
|
|||
vertex_t *V2() const;
|
||||
|
||||
int Index() const;
|
||||
|
||||
//For GL
|
||||
|
||||
seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
|
||||
int numsegs;
|
||||
|
||||
};
|
||||
|
||||
enum AutomapLineStyle : int
|
||||
|
|
14
src/tarray.h
14
src/tarray.h
|
@ -1460,17 +1460,9 @@ public:
|
|||
Count = count;
|
||||
Array = data;
|
||||
}
|
||||
TArrayView(const TArrayView<T> &other)
|
||||
{
|
||||
Count = other.Count;
|
||||
Array = other.Array;
|
||||
}
|
||||
TArrayView<T> &operator= (const TArrayView<T> &other)
|
||||
{
|
||||
Count = other.Count;
|
||||
Array = other.Array;
|
||||
return *this;
|
||||
}
|
||||
TArrayView(const TArrayView<T> &other) = default;
|
||||
TArrayView<T> &operator= (const TArrayView<T> &other) = default;
|
||||
|
||||
// Check equality of two arrays
|
||||
bool operator==(const TArrayView<T> &other) const
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue