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https://github.com/ZDoom/Raze.git
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f83e678ea0
Unlike the higher level code this does not check for game over conditions.
78 lines
No EOL
2 KiB
C++
78 lines
No EOL
2 KiB
C++
#pragma once
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#include "build.h"
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class FSerializer;
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struct IntRect;
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, double smoothratio);
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void render_camtex(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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struct PortalDesc
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{
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int type;
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int dx, dy, dz;
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TArray<int> targets;
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};
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FSerializer& Serialize(FSerializer& arc, const char* key, PortalDesc& obj, PortalDesc* defval);
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extern TArray<PortalDesc> allPortals;
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inline void portalClear()
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{
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allPortals.Clear();
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}
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inline int portalAdd(int type, int target, int dx = 0, int dy = 0, int dz = 0)
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{
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auto& pt = allPortals[allPortals.Reserve(1)];
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pt.type = type;
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if (target >= 0) pt.targets.Push(target);
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pt.dx = dx;
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pt.dy = dy;
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pt.dz = dz;
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return allPortals.Size() - 1;
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}
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// merges portals in adjoining sectors.
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inline void mergePortals()
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{
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//Printf("Have %d portals\n", allPortals.Size());
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bool didsomething = true;
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while (didsomething)
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{
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didsomething = false;
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for (unsigned i = 0; i < allPortals.Size(); i++)
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{
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auto& pt1 = allPortals[i];
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if (pt1.type == PORTAL_SECTOR_CEILING || pt1.type == PORTAL_SECTOR_FLOOR)
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{
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for (unsigned j = i + 1; j < allPortals.Size(); j++)
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{
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auto& pt2 = allPortals[j];
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if (pt1.type != pt2.type || pt1.dx != pt2.dx || pt1.dy != pt2.dy || pt1.dz != pt2.dz) continue;
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for (unsigned s = 0; s < pt1.targets.Size() && pt2.targets.Size(); s++)
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{
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for (unsigned t = 0; t < pt2.targets.Size(); t++)
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{
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if (findwallbetweensectors(pt1.targets[s], pt2.targets[t]) >= 0)
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{
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pt1.targets.Append(pt2.targets);
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pt2.targets.Reset();
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pt2.type = -1;
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for (int n = 0; n < numsectors; n++)
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{
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//Printf("Merged %d and %d\n", i, j);
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if (sector[n].portalnum == j) sector[n].portalnum = i;
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}
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didsomething = true;
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break;
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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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}
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} |