int load_sectors(const char *path) {
  // Sector 0 is usually reserved/null
  state.sectors.n = 1;
  state.walls.n = 0;

  FILE *f = fopen(path, "r");
  if (!f) {
    printf("Could not open file: %s\n", path);
    return -1;
  }

  enum { SCAN_SECTOR, SCAN_WALL, SCAN_NONE } ss = SCAN_NONE;
  char line[1024];

  while (fgets(line, sizeof(line), f)) {
    char *p = line;
    // Trim leading whitespace
    while (isspace(*p))
      p++;

    // Skip comments and empty lines
    if (!*p || *p == '#')
      continue;

    // Check for section headers like [SECTOR]
    if (*p == '[') {
      if (strstr(p, "[SECTOR]"))
        ss = SCAN_SECTOR;
      else if (strstr(p, "[WALL]"))
        ss = SCAN_WALL;
      continue;
    }

    // Parse data based on current section
    if (ss == SCAN_SECTOR) {
      struct Sector *s = &state.sectors.arr[state.sectors.n++];
      // Format: ID, FirstWallIndex, NumWalls, FloorZ, CeilZ
      if (sscanf(p, "%d %zu %zu %f %f", &s->id, &s->firstwall, &s->nwalls,
                 &s->floor, &s->ceil) != 5) {
        fclose(f);
        return -5;
      }
    } else if (ss == SCAN_WALL) {
      struct Wall *w = &state.walls.arr[state.walls.n++];
      // Format: x1, y1, x2, y2, PortalID
      if (sscanf(p, "%f %f %f %f %d", &w->v1.x, &w->v1.y, &w->v2.x, &w->v2.y,
                 &w->portalID) != 5) {
        fclose(f);
        return -4;
      }
    }
  }

  fclose(f);
  return 0; // Success
}
void build_sector_flats(struct Sector *s) {
  // We need at least 3 walls to make a floor (a triangle)
  if (s->nwalls < 3)
    return;

  // 1. Pick a pivot point (the start of the first wall)
  struct Wall *first_w = &state.walls.arr[s->firstwall];
  glm::vec3 pivot_floor =
      glm::vec3((float)first_w->v1.x, s->floor, (float)first_w->v1.y);
  glm::vec3 pivot_ceil =
      glm::vec3((float)first_w->v1.x, s->ceil, (float)first_w->v1.y);

  // 2. Loop through the rest of the walls to create a "fan" of triangles
  for (size_t i = 1; i < s->nwalls - 1; i++) {
    struct Wall *w1 = &state.walls.arr[s->firstwall + i];
    struct Wall *w2 = &state.walls.arr[s->firstwall + i + 1];

    glm::vec3 p1_f = glm::vec3((float)w1->v1.x, s->floor, (float)w1->v1.y);
    glm::vec3 p2_f = glm::vec3((float)w2->v1.x, s->floor, (float)w2->v1.y);

    glm::vec3 p1_c = glm::vec3((float)w1->v1.x, s->ceil, (float)w1->v1.y);
    glm::vec3 p2_c = glm::vec3((float)w2->v1.x, s->ceil, (float)w2->v1.y);

    // FLOOR TRIANGLE (Facing Up)
    // Winding: Pivot -> P1 -> P2 (Counter-Clockwise)
    map_mesh.push_back({pivot_floor, {pivot_floor.x, pivot_floor.z}});
    map_mesh.push_back({p1_f, {p1_f.x, p1_f.z}});
    map_mesh.push_back({p2_f, {p2_f.x, p2_f.z}});

    // CEILING TRIANGLE (Facing Down)
    // Winding: Pivot -> P2 -> P1 (Clockwise from top, CCW from bottom)
    map_mesh.push_back({pivot_ceil, {pivot_ceil.x, pivot_ceil.z}});
    map_mesh.push_back({p2_c, {p2_c.x, p2_c.z}});
    map_mesh.push_back({p1_c, {p1_c.x, p1_c.z}});
  }
}
void push_wall_quad(glm::vec2 a, glm::vec2 b, float y_low, float y_high) {
  float length = glm::distance(a, b);
  float height = y_high - y_low;

  // Vertex data: Position(x, y, z), TexCoords(u, v)
  // Triangle 1
  map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
  map_mesh.push_back({{b.x, y_low, b.y}, {length, 0.0f}});
  map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});

  // Triangle 2
  map_mesh.push_back({{a.x, y_low, a.y}, {0.0f, 0.0f}});
  map_mesh.push_back({{b.x, y_high, b.y}, {length, height}});
  map_mesh.push_back({{a.x, y_high, a.y}, {0.0f, height}});
}
void build_map_mesh() {
  map_mesh.clear();

  // Loop through sectors starting from 1
  for (size_t i = 1; i < state.sectors.n; i++) {
    struct Sector *s = &state.sectors.arr[i];

    // Loop through the walls assigned to this sector
    for (size_t j = 0; j < s->nwalls; j++) {
      struct Wall *w = &state.walls.arr[s->firstwall + j];

      // Map coordinates directly from the wall struct
      // We cast to float because sscanf read them as ints
      glm::vec2 pA = glm::vec2((float)w->v1.x, (float)w->v1.y);
      glm::vec2 pB = glm::vec2((float)w->v2.x, (float)w->v2.y);

      if (w->portalID == 0) {
        // It's a solid wall: draw from floor to ceiling
        push_wall_quad(pA, pB, s->floor, s->ceil);
      } else {
        // It's a portal: draw the upper/lower differences
        struct Sector *neighbor = &state.sectors.arr[w->portalID];

        // Draw lower "step" if neighbor floor is higher
        if (neighbor->floor > s->floor)
          push_wall_quad(pA, pB, s->floor, neighbor->floor);

        // Draw upper "overhang" if neighbor ceiling is lower
        if (neighbor->ceil < s->ceil)
          push_wall_quad(pA, pB, neighbor->ceil, s->ceil);
      }
    }
    build_sector_flats(s);
  }
}
