- use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
This commit is contained in:
parent
04ff4282ef
commit
7f72de6b71
10 changed files with 55 additions and 141 deletions
113
src/p_map.cpp
113
src/p_map.cpp
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@ -6541,10 +6541,10 @@ msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
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//
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//=============================================================================
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void P_DelSeclist(msecnode_t *node)
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void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
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{
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while (node)
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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node = P_DelSecnode(node, sechead);
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}
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//=============================================================================
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@ -6556,7 +6556,7 @@ void P_DelSeclist(msecnode_t *node)
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//
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//=============================================================================
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msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
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{
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msecnode_t *node;
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@ -6572,7 +6572,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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node = node->m_tnext;
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}
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FBoundingBox box(thing->X(), thing->Y(), thing->radius);
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FBoundingBox box(thing->X(), thing->Y(), radius);
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FBlockLinesIterator it(box);
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line_t *ld;
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@ -6588,7 +6588,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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// allowed to move to this position, then the sector_list
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// will be attached to the Thing's AActor at touching_sectorlist.
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->touching_thinglist);
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
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// Don't assume all lines are 2-sided, since some Things
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// like MT_TFOG are allowed regardless of whether their radius takes
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@ -6598,12 +6598,12 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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// Use sidedefs instead of 2s flag to determine two-sidedness.
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if (ld->backsector)
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->touching_thinglist);
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
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}
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// Add the sector of the (x,y) point to sector_list.
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->touching_thinglist);
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
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// Now delete any nodes that won't be used. These are the ones where
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// m_thing is still NULL.
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@ -6615,7 +6615,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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{
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if (node == sector_list)
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sector_list = node->m_tnext;
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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node = P_DelSecnode(node, seclisthead);
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}
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else
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{
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@ -6625,103 +6625,6 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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return sector_list;
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}
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//=============================================================================
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//
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// P_LinkRenderSectors
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//
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// Alters/creates the list of touched sectors for thing's render radius.
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//
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//=============================================================================
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void P_LinkRenderSectors(AActor* thing)
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{
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// if this thing has RenderStyle None, don't link it anywhere.
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if (thing->renderradius >= 0)
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{
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FBoundingBox box(thing->X(), thing->Y(), std::max(thing->radius, thing->renderradius));
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FBlockLinesIterator it(box);
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line_t *ld;
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// add to surrounding sectors
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while ((ld = it.Next()))
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{
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if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
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continue;
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//
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// create necessary lists.
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if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
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//
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if (ld->frontsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->frontsector);
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if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
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ld->frontsector->touching_render_things->push_front(thing);
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}
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if (ld->backsector && ld->backsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->backsector);
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if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
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ld->backsector->touching_render_things->push_front(thing);
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}
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}
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}
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// add to own sector
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if (!thing->Sector->touching_render_things) thing->Sector->touching_render_things = new std::forward_list<AActor*>();
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thing->Sector->touching_render_things->push_front(thing);
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}
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//=============================================================================
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//
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// P_UnlinkRenderSectors
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//
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// Reverses P_LinkRenderSectors.
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//
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//=============================================================================
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void P_UnlinkRenderSectors(AActor* thing)
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{
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if (thing->renderradius >= 0)
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{
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if (thing->touching_render_sectors)
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{
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for (auto sec : *thing->touching_render_sectors)
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{
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if (sec->touching_render_things)
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{
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sec->touching_render_things->remove(thing);
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if (sec->touching_render_things->empty())
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{
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delete sec->touching_render_things;
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sec->touching_render_things = NULL;
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}
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}
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}
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delete thing->touching_render_sectors;
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thing->touching_render_sectors = NULL;
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}
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}
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if (thing->Sector->touching_render_things)
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{
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thing->Sector->touching_render_things->remove(thing);
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if (thing->Sector->touching_render_things->empty())
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{
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delete thing->Sector->touching_render_things;
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thing->Sector->touching_render_things = NULL;
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}
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}
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}
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//=============================================================================
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//
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// P_DelPortalnode
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