mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-27 22:42:29 +00:00
- some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
This commit is contained in:
parent
f82c217047
commit
3c25b2c066
11 changed files with 268 additions and 65 deletions
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@ -140,7 +140,7 @@ DEFINE_SPECIAL(Sector_ChangeSound, 140, 2, 2, 2)
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DEFINE_SPECIAL(Teleport_NoStop, 154, 2, 3, 3)
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// portal specials
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DEFINE_SPECIAL(Line_SetPortal, 156, -1, -1, 3)
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DEFINE_SPECIAL(Line_SetPortal, 156, -1, -1, 4)
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// GZDoom/Vavoom specials
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// Although ZDoom doesn't support them it's better to have them defined so that
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// WADs using them somewhere can at least be started without aborting due
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@ -743,7 +743,7 @@ public:
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inline bool IsNoClip2() const;
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void CheckPortalTransition(bool islinked);
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fixedvec3 GetPortalTransition(fixed_t byoffset);
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fixedvec3 GetPortalTransition(fixed_t byoffset, sector_t **pSec = NULL);
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// What species am I?
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virtual FName GetSpecies();
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@ -121,7 +121,7 @@ struct maplinedef2_t
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// LineDef attributes.
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//
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enum ELineFlags
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enum ELineFlags : unsigned
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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@ -163,6 +163,8 @@ enum ELineFlags
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
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};
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@ -275,7 +275,7 @@ void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on t
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void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
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bool P_BounceWall (AActor *mo);
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bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
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bool P_CheckSight (const AActor *t1, const AActor *t2, int flags=0);
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bool P_CheckSight (AActor *t1, AActor *t2, int flags=0);
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enum ESightFlags
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{
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@ -5575,7 +5575,6 @@ void P_FindBelowIntersectors(AActor *actor)
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if (!(actor->flags & MF_SOLID))
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return;
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AActor *thing;
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FPortalGroupArray check;
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FMultiBlockThingsIterator it(check, actor);
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FMultiBlockThingsIterator::CheckResult cres;
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@ -162,7 +162,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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front = linedef->frontsector;
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back = linedef->backsector;
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if (!(flags & FFCF_NOPORTALS))
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if (!(flags & FFCF_NOPORTALS) && (linedef->flags & ML_PORTALCONNECT))
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{
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if (!linedef->frontsector->PortalBlocksMovement(sector_t::ceiling)) fc = FIXED_MAX;
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if (!linedef->backsector->PortalBlocksMovement(sector_t::ceiling)) bc = FIXED_MAX;
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@ -3285,7 +3285,7 @@ void AActor::SetRoll(angle_t r, bool interpolate)
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}
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fixedvec3 AActor::GetPortalTransition(fixed_t byoffset)
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fixedvec3 AActor::GetPortalTransition(fixed_t byoffset, sector_t **pSec)
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{
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bool moved = false;
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sector_t *sec = Sector;
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@ -3316,6 +3316,7 @@ fixedvec3 AActor::GetPortalTransition(fixed_t byoffset)
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else break;
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}
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}
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if (pSec) *pSec = sec;
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return pos;
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}
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281
src/p_sight.cpp
281
src/p_sight.cpp
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@ -48,13 +48,48 @@ static int sightcounts[6];
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static cycle_t SightCycles;
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static cycle_t MaxSightCycles;
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enum
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{
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SO_TOPFRONT = 1,
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SO_TOPBACK = 2,
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SO_BOTTOMFRONT = 4,
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SO_BOTTOMBACK = 8,
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};
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struct SightOpening
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{
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fixed_t top;
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fixed_t bottom;
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int range;
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int portalflags;
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void SwapSides()
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{
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portalflags = ((portalflags & (SO_TOPFRONT | SO_BOTTOMFRONT)) << 1) | ((portalflags & (SO_TOPBACK | SO_BOTTOMBACK)) >> 1);
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}
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};
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struct SightTask
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{
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fixed_t frac;
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fixed_t topslope;
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fixed_t bottomslope;
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int direction;
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int portalgroup;
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};
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static TArray<intercept_t> intercepts (128);
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static TArray<SightTask> portals(32);
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class SightCheck
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{
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fixed_t sightzstart; // eye z of looker
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const AActor * sightthing;
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const AActor * seeingthing;
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fixedvec3 sightstart;
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fixedvec2 sightend;
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fixed_t startfrac;
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AActor * seeingthing;
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fixed_t lastztop; // z at last line
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fixed_t lastzbottom; // z at last line
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sector_t * lastsector; // last sector being entered by trace
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@ -63,28 +98,95 @@ class SightCheck
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divline_t trace;
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unsigned int myseethrough;
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void P_SightOpening(SightOpening &open, const line_t *linedef, fixed_t x, fixed_t y);
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bool PTR_SightTraverse (intercept_t *in);
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bool P_SightCheckLine (line_t *ld);
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bool P_SightBlockLinesIterator (int x, int y);
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int P_SightBlockLinesIterator (int x, int y);
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bool P_SightTraverseIntercepts ();
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public:
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bool P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
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bool P_SightPathTraverse ();
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SightCheck(const AActor * t1, const AActor * t2, int flags)
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void init(AActor * t1, AActor * t2, sector_t *startsector, SightTask *task, int flags)
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{
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lastztop = lastzbottom = sightzstart = t1->Z() + t1->height - (t1->height>>2);
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lastsector = t1->Sector;
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sightthing=t1;
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sightstart = t1->PosRelative(startsector);
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sightend = t2->PosRelative(startsector);
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sightstart.z += t1->height - (t1->height >> 2);
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startfrac = task->frac;
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trace = { sightstart.x, sightstart.y, sightend.x - sightstart.x, sightend.y - sightstart.y };
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lastztop = lastzbottom = sightstart.z;
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lastsector = startsector;
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seeingthing=t2;
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bottomslope = t2->Z() - sightzstart;
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topslope = bottomslope + t2->height;
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topslope = task->topslope;
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bottomslope = task->bottomslope;
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Flags = flags;
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portaldir = task->direction;
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myseethrough = FF_SEETHROUGH;
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if (portaldir != sector_t::floor && !t1->Sector->PortalBlocksSight(sector_t::ceiling))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, t1->Sector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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}
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if (portaldir != sector_t::ceiling && !t1->Sector->PortalBlocksSight(sector_t::floor))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::floor, t1->Sector->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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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_SightOpening
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//
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// Simplified version that removes everything not needed for a sight check
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//
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//==========================================================================
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void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, fixed_t x, fixed_t y)
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{
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open.portalflags = 0;
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sector_t *front = linedef->frontsector;
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sector_t *back = linedef->backsector;
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if (back == NULL)
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{
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// single sided line
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if (linedef->flags & ML_PORTALCONNECT)
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{
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if (!front->PortalBlocksSight(sector_t::ceiling)) open.portalflags |= SO_TOPFRONT;
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if (!front->PortalBlocksSight(sector_t::floor)) open.portalflags |= SO_BOTTOMFRONT;
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}
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open.range = 0;
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return;
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}
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fixed_t fc = 0, ff = 0, bc = 0, bf = 0;
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if (linedef->flags & ML_PORTALCONNECT)
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{
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if (!front->PortalBlocksSight(sector_t::ceiling)) fc = FIXED_MAX, open.portalflags |= SO_TOPFRONT;
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if (!back->PortalBlocksSight(sector_t::ceiling)) bc = FIXED_MAX, open.portalflags |= SO_TOPBACK;
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if (!front->PortalBlocksSight(sector_t::floor)) ff = FIXED_MIN, open.portalflags |= SO_BOTTOMFRONT;
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if (!back->PortalBlocksSight(sector_t::floor)) bf = FIXED_MIN, open.portalflags |= SO_BOTTOMBACK;
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}
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if (fc == 0) fc = front->ceilingplane.ZatPoint(x, y);
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if (bc == 0) bc = back->ceilingplane.ZatPoint(x, y);
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if (ff == 0) ff = front->floorplane.ZatPoint(x, y);
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if (bf == 0) bf = back->floorplane.ZatPoint(x, y);
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open.bottom = MAX(ff, bf);
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open.top = MIN(fc, bc);
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// we only want to know if there is an opening, not how large it is.
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open.range = open.bottom >= open.top ? 0 : 1;
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}
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/*
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==============
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=
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@ -93,14 +195,12 @@ public:
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==============
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*/
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/*
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static bool PTR_SightTraverse (intercept_t *in)
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*/
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bool SightCheck::PTR_SightTraverse (intercept_t *in)
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{
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line_t *li;
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fixed_t slope;
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FLineOpening open;
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SightOpening open;
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int frontflag = -1;
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li = in->d.line;
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@ -114,30 +214,68 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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fixed_t trX=trace.x + FixedMul (trace.dx, in->frac);
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fixed_t trY=trace.y + FixedMul (trace.dy, in->frac);
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P_LineOpening (open, NULL, li, trX, trY);
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P_SightOpening (open, li, trX, trY);
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if (open.range <= 0) // quick test for totally closed doors
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FLinePortal *lport = li->getPortal();
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if (open.range == 0 && open.portalflags == 0 && (lport == NULL || lport->mType != PORTT_LINKED)) // quick test for totally closed doors (must be delayed if portal checks are needed, though)
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return false; // stop
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// check bottom
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slope = FixedDiv (open.bottom - sightzstart, in->frac);
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if (slope > bottomslope)
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bottomslope = slope;
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if (open.bottom > FIXED_MIN)
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{
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slope = FixedDiv(open.bottom - sightstart.z, in->frac);
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if (slope > bottomslope)
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bottomslope = slope;
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}
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// check top
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slope = FixedDiv (open.top - sightzstart, in->frac);
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if (slope < topslope)
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topslope = slope;
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if (open.top < FIXED_MAX)
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{
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slope = FixedDiv(open.top - sightstart.z, in->frac);
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if (slope < topslope)
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topslope = slope;
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}
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if (topslope <= bottomslope)
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if (open.portalflags)
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{
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sector_t *frontsec, *backsec;
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frontflag = P_PointOnLineSidePrecise(sightstart.x, sightstart.y, li);
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if (!frontflag)
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{
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frontsec = li->frontsector;
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backsec = li->backsector;
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}
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else
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{
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frontsec = li->backsector;
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if (!frontsec) return false; // We are looking through the backside of a one-sided line. Just abort if that happens.
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backsec = li->backsector;
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open.SwapSides(); // swap flags to make the next checks simpler.
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}
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if (portaldir != sector_t::floor && (open.portalflags & SO_TOPBACK) && !(open.portalflags & SO_TOPFRONT))
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{
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portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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}
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if (portaldir != sector_t::ceiling && (open.portalflags & SO_BOTTOMBACK) && !(open.portalflags & SO_BOTTOMFRONT))
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{
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portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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}
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}
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if (lport)
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{
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portals.Push({ in->frac, topslope, bottomslope, portaldir, lport->mDestination->frontsector->PortalGroup });
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return false;
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}
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if (topslope <= bottomslope || open.range == 0)
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return false; // stop
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// now handle 3D-floors
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if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
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{
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int frontflag;
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frontflag = P_PointOnLineSidePrecise(sightthing->X(), sightthing->Y(), li);
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if (frontflag == -1) frontflag = P_PointOnLineSidePrecise(sightstart.x, sightstart.y, li);
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//Check 3D FLOORS!
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for(int i=1;i<=2;i++)
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@ -145,8 +283,8 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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sector_t * s=i==1? li->frontsector:li->backsector;
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fixed_t highslope, lowslope;
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fixed_t topz= FixedMul (topslope, in->frac) + sightzstart;
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fixed_t bottomz= FixedMul (bottomslope, in->frac) + sightzstart;
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fixed_t topz= FixedMul (topslope, in->frac) + sightstart.z;
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fixed_t bottomz= FixedMul (bottomslope, in->frac) + sightstart.z;
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for(unsigned int j=0;j<s->e->XFloor.ffloors.Size();j++)
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{
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@ -158,8 +296,8 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(trX, trY);
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fixed_t ff_top=rover->top.plane->ZatPoint(trX, trY);
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highslope = FixedDiv (ff_top - sightzstart, in->frac);
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lowslope = FixedDiv (ff_bottom - sightzstart, in->frac);
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highslope = FixedDiv (ff_top - sightstart.z, in->frac);
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lowslope = FixedDiv (ff_bottom - sightstart.z, in->frac);
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if (highslope>=topslope)
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{
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@ -221,8 +359,8 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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}
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else lastsector=NULL; // don't need it if there are no 3D-floors
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lastztop= FixedMul (topslope, in->frac) + sightzstart;
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lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
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lastztop= FixedMul (topslope, in->frac) + sightstart.z;
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lastzbottom= FixedMul (bottomslope, in->frac) + sightstart.z;
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return true; // keep going
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}
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@ -308,18 +446,22 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
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===================
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*/
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bool SightCheck::P_SightBlockLinesIterator (int x, int y)
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int SightCheck::P_SightBlockLinesIterator (int x, int y)
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{
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int offset;
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int *list;
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int res = 1;
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bool portals;
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polyblock_t *polyLink;
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unsigned int i;
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extern polyblock_t **PolyBlockMap;
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offset = y*bmapwidth+x;
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portals = PortalBlockmap(x, y).containsLinkedPortals;
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polyLink = PolyBlockMap[offset];
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portals |= (polyLink && PortalBlockmap.hasLinkedPolyPortals);
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while (polyLink)
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{
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if (polyLink->polyobj)
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@ -329,8 +471,11 @@ bool SightCheck::P_SightBlockLinesIterator (int x, int y)
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polyLink->polyobj->validcount = validcount;
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for (i = 0; i < polyLink->polyobj->Linedefs.Size(); i++)
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{
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if (!P_SightCheckLine (polyLink->polyobj->Linedefs[i]))
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return false;
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if (!P_SightCheckLine(polyLink->polyobj->Linedefs[i]))
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{
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if (!portals) return 0;
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else res = -1;
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}
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}
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}
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}
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@ -342,10 +487,13 @@ bool SightCheck::P_SightBlockLinesIterator (int x, int y)
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for (list = blockmaplump + offset + 1; *list != -1; list++)
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{
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if (!P_SightCheckLine (&lines[*list]))
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return false;
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{
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if (!portals) return 0;
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else res = -1;
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}
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}
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return true; // everything was checked
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return res; // everything was checked
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}
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/*
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@ -378,8 +526,7 @@ bool SightCheck::P_SightTraverseIntercepts ()
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//
|
||||
// go through in order
|
||||
// [RH] Is it really necessary to go through in order? All we care about is if
|
||||
// the trace is obstructed, not what specifically obstructed it.
|
||||
// proper order is needed to handle 3D floors and portals.
|
||||
//
|
||||
in = NULL;
|
||||
|
||||
|
@ -408,8 +555,8 @@ bool SightCheck::P_SightTraverseIntercepts ()
|
|||
{
|
||||
// we must do one last check whether the trace has crossed a 3D floor in the last sector
|
||||
|
||||
fixed_t topz= topslope + sightzstart;
|
||||
fixed_t bottomz= bottomslope + sightzstart;
|
||||
fixed_t topz= topslope + sightstart.z;
|
||||
fixed_t bottomz= bottomslope + sightstart.z;
|
||||
|
||||
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
|
||||
{
|
||||
|
@ -441,8 +588,9 @@ bool SightCheck::P_SightTraverseIntercepts ()
|
|||
==================
|
||||
*/
|
||||
|
||||
bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
|
||||
bool SightCheck::P_SightPathTraverse ()
|
||||
{
|
||||
fixed_t x1, x2, y1, y2;
|
||||
fixed_t xt1,yt1,xt2,yt2;
|
||||
long long _x1,_y1,_x2,_y2;
|
||||
fixed_t xstep,ystep;
|
||||
|
@ -453,6 +601,11 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
|
||||
validcount++;
|
||||
intercepts.Clear ();
|
||||
x1 = sightstart.x + FixedMul(startfrac, trace.dx);
|
||||
y1 = sightstart.y + FixedMul(startfrac, trace.dy);
|
||||
x2 = sightend.x;
|
||||
y2 = sightend.y;
|
||||
if (lastsector == NULL) lastsector = P_PointInSector(x1, y1);
|
||||
|
||||
// for FF_SEETHROUGH the following rule applies:
|
||||
// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
|
||||
|
@ -463,10 +616,10 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
|
||||
if(!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing);
|
||||
fixed_t ff_top=rover->top.plane->ZatPoint(sightthing);
|
||||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightstart);
|
||||
fixed_t ff_top=rover->top.plane->ZatPoint(sightstart);
|
||||
|
||||
if (sightzstart < ff_top && sightzstart >= ff_bottom)
|
||||
if (sightstart.z < ff_top && sightstart.z >= ff_bottom)
|
||||
{
|
||||
myseethrough = rover->flags & FF_SEETHROUGH;
|
||||
break;
|
||||
|
@ -477,10 +630,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
x1 += FRACUNIT; // don't side exactly on a line
|
||||
if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
|
||||
y1 += FRACUNIT; // don't side exactly on a line
|
||||
trace.x = x1;
|
||||
trace.y = y1;
|
||||
trace.dx = x2 - x1;
|
||||
trace.dy = y2 - y1;
|
||||
|
||||
_x1 = (long long)x1 - bmaporgx;
|
||||
_y1 = (long long)y1 - bmaporgy;
|
||||
|
@ -572,13 +721,15 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
|
||||
for (count = 0 ; count < 100 ; count++)
|
||||
{
|
||||
if (!P_SightBlockLinesIterator (mapx, mapy))
|
||||
int res = P_SightBlockLinesIterator(mapx, mapy);
|
||||
if (res == 0)
|
||||
{
|
||||
sightcounts[1]++;
|
||||
return false; // early out
|
||||
}
|
||||
|
||||
if ((mapxstep | mapystep) == 0)
|
||||
// either reached the end or had an early-out condition with portals left to check,
|
||||
if (res == -1 || (mapxstep | mapystep) == 0)
|
||||
break;
|
||||
|
||||
switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == mapx))
|
||||
|
@ -649,7 +800,7 @@ sightcounts[2]++;
|
|||
=====================
|
||||
*/
|
||||
|
||||
bool P_CheckSight (const AActor *t1, const AActor *t2, int flags)
|
||||
bool P_CheckSight (AActor *t1, AActor *t2, int flags)
|
||||
{
|
||||
SightCycles.Clock();
|
||||
|
||||
|
@ -717,8 +868,28 @@ sightcounts[0]++;
|
|||
|
||||
validcount++;
|
||||
{
|
||||
SightCheck s(t1, t2, flags);
|
||||
res = s.P_SightPathTraverse (t1->X(), t1->Y(), t2->X(), t2->Y());
|
||||
sector_t *sec;
|
||||
fixed_t lookheight = t1->height - (t1->height >> 2);
|
||||
t1->GetPortalTransition(lookheight, &sec);
|
||||
|
||||
fixed_t bottomslope = t2->Z() - (t1->Z() + lookheight);
|
||||
fixed_t topslope = bottomslope + t2->height;
|
||||
SightTask task = { 0, topslope, bottomslope, -1, sec->PortalGroup };
|
||||
|
||||
|
||||
SightCheck s;
|
||||
s.init(t1, t2, sec, &task, flags);
|
||||
res = s.P_SightPathTraverse ();
|
||||
if (!res)
|
||||
{
|
||||
fixed_t dist = t1->AproxDistance(t2);
|
||||
for (unsigned i = 0; i < portals.Size(); i++)
|
||||
{
|
||||
portals[i].frac += FixedDiv(FRACUNIT, dist);
|
||||
s.init(t1, t2, NULL, &portals[i], flags);
|
||||
if (s.P_SightPathTraverse()) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
done:
|
||||
|
|
|
@ -122,15 +122,27 @@ static void BuildBlockmap()
|
|||
PortalBlockmap.containsLines = true;
|
||||
block.portallines.Push(ld);
|
||||
block.neighborContainsLines = true;
|
||||
if (ld->getPortal()->mType == PORTT_LINKED) block.containsLinkedPortals = true;
|
||||
if (x > 0) PortalBlockmap(x - 1, y).neighborContainsLines = true;
|
||||
if (y > 0) PortalBlockmap(x, y - 1).neighborContainsLines = true;
|
||||
if (x < PortalBlockmap.dx - 1) PortalBlockmap(x + 1, y).neighborContainsLines = true;
|
||||
if (y < PortalBlockmap.dy - 1) PortalBlockmap(x, y + 1).neighborContainsLines = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
bool yes = ld->frontsector->PortalIsLinked(sector_t::ceiling) || ld->frontsector->PortalIsLinked(sector_t::floor);
|
||||
if (ld->backsector)
|
||||
{
|
||||
yes |= ld->backsector->PortalIsLinked(sector_t::ceiling) || ld->backsector->PortalIsLinked(sector_t::floor);
|
||||
}
|
||||
block.containsLinkedPortals |= yes;
|
||||
PortalBlockmap.hasLinkedSectorPortals |= yes;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!PortalBlockmap.containsLines) PortalBlockmap.Clear();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -1066,6 +1078,14 @@ void P_CreateLinkedPortals()
|
|||
{
|
||||
sectors[i].CheckPortalPlane(sector_t::floor);
|
||||
sectors[i].CheckPortalPlane(sector_t::ceiling);
|
||||
// set a flag on each line connecting to a plane portal sector. This is used to reduce the amount of checks in P_CheckSight.
|
||||
if (sectors[i].PortalIsLinked(sector_t::floor) || sectors[i].PortalIsLinked(sector_t::ceiling))
|
||||
{
|
||||
for (int j = 0; j < sectors[j].linecount; j++)
|
||||
{
|
||||
sectors[i].lines[j]->flags |= ML_PORTALCONNECT;
|
||||
}
|
||||
}
|
||||
}
|
||||
//BuildBlockmap();
|
||||
}
|
||||
|
|
|
@ -78,11 +78,13 @@ extern FDisplacementTable Displacements;
|
|||
struct FPortalBlock
|
||||
{
|
||||
bool neighborContainsLines; // this is for skipping the traverser and exiting early if we can quickly decide that there's no portals nearby.
|
||||
bool containsLinkedPortals; // this is for sight check optimization. We can't early-out on an impenetrable line if there may be portals being found in the same block later on.
|
||||
TArray<line_t*> portallines;
|
||||
|
||||
FPortalBlock()
|
||||
{
|
||||
neighborContainsLines = false;
|
||||
containsLinkedPortals = false;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -91,6 +93,8 @@ struct FPortalBlockmap
|
|||
TArray<FPortalBlock> data;
|
||||
int dx, dy;
|
||||
bool containsLines;
|
||||
bool hasLinkedSectorPortals; // global flag to shortcut portal checks if the map has none.
|
||||
bool hasLinkedPolyPortals; // this means that any early-outs in P_CheckSight need to be disabled if a block contains polyobjects.
|
||||
|
||||
void Create(int blockx, int blocky)
|
||||
{
|
||||
|
@ -105,6 +109,8 @@ struct FPortalBlockmap
|
|||
data.ShrinkToFit();
|
||||
dx = dy = 0;
|
||||
containsLines = false;
|
||||
hasLinkedPolyPortals = false;
|
||||
hasLinkedSectorPortals = false;
|
||||
}
|
||||
|
||||
FPortalBlock &operator()(int x, int y)
|
||||
|
|
|
@ -185,7 +185,6 @@ public:
|
|||
//
|
||||
class DSectorEffect;
|
||||
struct sector_t;
|
||||
struct line_t;
|
||||
struct FRemapTable;
|
||||
|
||||
enum
|
||||
|
@ -769,7 +768,7 @@ struct sector_t
|
|||
bool PortalBlocksSight(int plane)
|
||||
{
|
||||
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
|
||||
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
|
||||
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
|
||||
}
|
||||
|
||||
bool PortalBlocksMovement(int plane)
|
||||
|
@ -784,6 +783,11 @@ struct sector_t
|
|||
return !!(planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
|
||||
}
|
||||
|
||||
bool PortalIsLinked(int plane)
|
||||
{
|
||||
return (SkyBoxes[plane] != NULL && SkyBoxes[plane]->special1 == SKYBOX_LINKEDPORTAL);
|
||||
}
|
||||
|
||||
// These may only be called if the portal has been validated
|
||||
fixedvec2 FloorDisplacement()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue