mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 21:01:04 +00:00
a7a7a7ee6d
This should mean that maps built with ZBSDP (no reject) should have less or no problems in netgames compared to the standard ZenNode maps now, hopefully. =)
423 lines
10 KiB
C
423 lines
10 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_sight.c
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/// \brief Line of sight/visibility checks, uses REJECT lookup table
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "r_main.h"
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#include "r_state.h"
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//
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// P_CheckSight
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//
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// killough 4/19/98:
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// Convert LOS info to struct for reentrancy and efficiency of data locality
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typedef struct {
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fixed_t sightzstart, t2x, t2y; // eye z of looker
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divline_t strace; // from t1 to t2
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fixed_t topslope, bottomslope; // slopes to top and bottom of target
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fixed_t bbox[4];
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} los_t;
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static INT32 sightcounts[2];
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//
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// P_DivlineSide
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//
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// Returns side 0 (front), 1 (back), or 2 (on).
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//
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static INT32 P_DivlineSide(fixed_t x, fixed_t y, divline_t *node)
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{
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fixed_t dx, dy, left, right;
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if (!node->dx)
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{
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if (x == node->x)
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return 2;
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if (x <= node->x)
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return (node->dy > 0);
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return (node->dy < 0);
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}
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if (!node->dy)
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{
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if (y == node->y)
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return 2;
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if (y <= node->y)
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return (node->dx < 0);
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return (node->dx > 0);
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}
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dx = x - node->x;
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dy = y - node->y;
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left = (node->dy>>FRACBITS) * (dx>>FRACBITS);
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right = (dy>>FRACBITS) * (node->dx>>FRACBITS);
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if (right < left)
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return 0; // front side
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if (left == right)
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return 2;
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return 1; // back side
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}
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//
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// P_InterceptVector2
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//
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// Returns the fractional intercept point along the first divline.
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// This is only called by the addthings and addlines traversers.
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//
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static fixed_t P_InterceptVector2(divline_t *v2, divline_t *v1)
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{
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fixed_t frac, num, den;
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den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy);
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if (!den)
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return 0;
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num = FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx);
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frac = FixedDiv(num, den);
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return frac;
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}
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#ifdef POLYOBJECTS
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static boolean P_CrossSubsecPolyObj(polyobj_t *po, register los_t *los)
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{
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size_t i;
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for (i = 0; i < po->numLines; ++i)
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{
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line_t *line = po->lines[i];
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divline_t divl;
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const vertex_t *v1,*v2;
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// already checked other side?
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if (line->validcount == validcount)
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continue;
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line->validcount = validcount;
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// OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test
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if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] ||
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line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] ||
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line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] ||
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line->bbox[BOXTOP] < los->bbox[BOXBOTTOM])
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continue;
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v1 = line->v1;
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v2 = line->v2;
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// line isn't crossed?
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if (P_DivlineSide(v1->x, v1->y, &los->strace) ==
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P_DivlineSide(v2->x, v2->y, &los->strace))
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continue;
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divl.dx = v2->x - (divl.x = v1->x);
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divl.dy = v2->y - (divl.y = v1->y);
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// line isn't crossed?
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if (P_DivlineSide(los->strace.x, los->strace.y, &divl) ==
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P_DivlineSide(los->t2x, los->t2y, &divl))
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continue;
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// stop because it is not two sided
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return false;
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}
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return true;
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}
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#endif
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//
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// P_CrossSubsector
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//
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// Returns true if strace crosses the given subsector successfully.
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//
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static boolean P_CrossSubsector(size_t num, register los_t *los)
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{
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seg_t *seg;
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INT32 count;
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#ifdef POLYOBJECTS
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polyobj_t *po; // haleyjd 02/23/06
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#endif
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#ifdef RANGECHECK
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if (num >= numsubsectors)
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I_Error("P_CrossSubsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors));
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#endif
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// haleyjd 02/23/06: this assignment should be after the above check
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seg = segs + subsectors[num].firstline;
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#ifdef POLYOBJECTS
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// haleyjd 02/23/06: check polyobject lines
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if ((po = subsectors[num].polyList))
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{
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while (po)
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{
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if (po->validcount != validcount)
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{
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po->validcount = validcount;
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if (!P_CrossSubsecPolyObj(po, los))
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return false;
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}
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po = (polyobj_t *)(po->link.next);
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}
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}
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#endif
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for (count = subsectors[num].numlines; --count >= 0; seg++) // check lines
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{
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line_t *line = seg->linedef;
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divline_t divl;
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fixed_t popentop, popenbottom;
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const sector_t *front, *back;
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const vertex_t *v1,*v2;
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fixed_t frac;
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// already checked other side?
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if (line->validcount == validcount)
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continue;
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line->validcount = validcount;
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// OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test
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if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] ||
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line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] ||
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line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] ||
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line->bbox[BOXTOP] < los->bbox[BOXBOTTOM])
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continue;
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v1 = line->v1;
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v2 = line->v2;
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// line isn't crossed?
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if (P_DivlineSide(v1->x, v1->y, &los->strace) ==
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P_DivlineSide(v2->x, v2->y, &los->strace))
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continue;
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divl.dx = v2->x - (divl.x = v1->x);
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divl.dy = v2->y - (divl.y = v1->y);
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// line isn't crossed?
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if (P_DivlineSide(los->strace.x, los->strace.y, &divl) ==
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P_DivlineSide(los->t2x, los->t2y, &divl))
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continue;
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// stop because it is not two sided anyway
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if (!(line->flags & ML_TWOSIDED))
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return false;
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// crosses a two sided line
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// no wall to block sight with?
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if ((front = seg->frontsector)->floorheight ==
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(back = seg->backsector)->floorheight &&
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front->ceilingheight == back->ceilingheight)
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continue;
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// possible occluder
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// because of ceiling height differences
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popentop = front->ceilingheight < back->ceilingheight ?
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front->ceilingheight : back->ceilingheight ;
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// because of floor height differences
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popenbottom = front->floorheight > back->floorheight ?
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front->floorheight : back->floorheight ;
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// quick test for totally closed doors
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if (popenbottom >= popentop)
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return false;
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frac = P_InterceptVector2(&los->strace, &divl);
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if (front->floorheight != back->floorheight)
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{
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fixed_t slope = FixedDiv(popenbottom - los->sightzstart , frac);
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if (slope > los->bottomslope)
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los->bottomslope = slope;
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}
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if (front->ceilingheight != back->ceilingheight)
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{
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fixed_t slope = FixedDiv(popentop - los->sightzstart , frac);
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if (slope < los->topslope)
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los->topslope = slope;
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}
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if (los->topslope <= los->bottomslope)
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return false;
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}
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// passed the subsector ok
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return true;
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}
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//
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// P_CrossBSPNode
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// Returns true
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// if strace crosses the given node successfully.
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//
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// killough 4/20/98: rewritten to remove tail recursion, clean up, and optimize
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static boolean P_CrossBSPNode(INT32 bspnum, register los_t *los)
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{
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while (!(bspnum & NF_SUBSECTOR))
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{
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register node_t *bsp = nodes + bspnum;
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INT32 side = P_DivlineSide(los->strace.x,los->strace.y,(divline_t *)bsp)&1;
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if (side == P_DivlineSide(los->t2x, los->t2y, (divline_t *) bsp))
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bspnum = bsp->children[side]; // doesn't touch the other side
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else // the partition plane is crossed here
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{
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if (!P_CrossBSPNode(bsp->children[side], los))
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return 0; // cross the starting side
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else
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bspnum = bsp->children[side^1]; // cross the ending side
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}
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}
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return
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P_CrossSubsector((bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR), los);
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}
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//
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// P_CheckSight
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//
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// Returns true if a straight line between t1 and t2 is unobstructed.
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// Uses REJECT.
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//
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
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{
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const sector_t *s1, *s2;
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size_t pnum;
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los_t los;
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// First check for trivial rejection.
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if (!t1 || !t2)
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return false;
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I_Assert(!P_MobjWasRemoved(t1));
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I_Assert(!P_MobjWasRemoved(t2));
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if (!t1->subsector || !t2->subsector
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|| !t1->subsector->sector || !t2->subsector->sector)
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return false;
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s1 = t1->subsector->sector;
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s2 = t2->subsector->sector;
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pnum = (s1-sectors)*numsectors + (s2-sectors);
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if (rejectmatrix != NULL)
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{
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// Check in REJECT table.
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if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
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return false;
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}
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// killough 11/98: shortcut for melee situations
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// same subsector? obviously visible
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#ifndef POLYOBJECTS
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if (t1->subsector == t2->subsector)
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return true;
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#else
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// haleyjd 02/23/06: can't do this if there are polyobjects in the subsec
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if (!t1->subsector->polyList &&
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t1->subsector == t2->subsector)
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return true;
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#endif
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// An unobstructed LOS is possible.
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// Now look from eyes of t1 to any part of t2.
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sightcounts[1]++;
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validcount++;
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los.topslope =
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(los.bottomslope = t2->z - (los.sightzstart =
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t1->z + t1->height -
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(t1->height>>2))) + t2->height;
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los.strace.dx = (los.t2x = t2->x) - (los.strace.x = t1->x);
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los.strace.dy = (los.t2y = t2->y) - (los.strace.y = t1->y);
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if (t1->x > t2->x)
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los.bbox[BOXRIGHT] = t1->x, los.bbox[BOXLEFT] = t2->x;
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else
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los.bbox[BOXRIGHT] = t2->x, los.bbox[BOXLEFT] = t1->x;
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if (t1->y > t2->y)
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los.bbox[BOXTOP] = t1->y, los.bbox[BOXBOTTOM] = t2->y;
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else
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los.bbox[BOXTOP] = t2->y, los.bbox[BOXBOTTOM] = t1->y;
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// Prevent SOME cases of looking through 3dfloors
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//
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// This WILL NOT work for things like 3d stairs with monsters behind
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// them - they will still see you! TODO: Fix.
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//
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if (s1 == s2) // Both sectors are the same.
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{
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ffloor_t *rover;
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for (rover = s1->ffloors; rover; rover = rover->next)
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{
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// Allow sight through water, fog, etc.
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/// \todo Improve by checking fog density/translucency
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/// and setting a sight limit.
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if (!(rover->flags & FF_EXISTS)
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|| !(rover->flags & FF_RENDERPLANES) || rover->flags & FF_TRANSLUCENT)
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{
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continue;
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}
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// Check for blocking floors here.
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if ((los.sightzstart < *rover->bottomheight && t2->z >= *rover->topheight)
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|| (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->bottomheight))
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{
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// no way to see through that
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return false;
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}
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if (rover->flags & FF_SOLID)
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continue; // shortcut since neither mobj can be inside the 3dfloor
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if (!(rover->flags & FF_INVERTPLANES))
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{
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if (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->topheight)
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return false; // blocked by upper outside plane
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if (los.sightzstart < *rover->bottomheight && t2->z >= *rover->bottomheight)
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return false; // blocked by lower outside plane
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}
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if (rover->flags & FF_INVERTPLANES || rover->flags & FF_BOTHPLANES)
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{
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if (los.sightzstart < *rover->topheight && t2->z >= *rover->topheight)
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return false; // blocked by upper inside plane
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if (los.sightzstart >= *rover->bottomheight && t2->z + t2->height < *rover->bottomheight)
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return false; // blocked by lower inside plane
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}
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}
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}
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// the head node is the last node output
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return P_CrossBSPNode((INT32)numnodes - 1, &los);
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}
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