/* ** 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 sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap int numsections; int numsectionlines; void hw_BuildSections() { // 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++) { sectionLines[i].startpoint = sectionLines[i].wall = i; sectionLines[i].endpoint = wall[i].point2; sectionLines[i].partner = wall[i].nextwall; sectionLines[i].section = wall[i].sector; sectionLines[i].partnersection = wall[i].nextsector; sectionLines[i].point2index = wall[i].point2 - sector[wall[i].sector].wallptr; } for (int i = 0; i < numsectors; i++) { 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; } }