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https://github.com/ZDoom/gzdoom-gles.git
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971 lines
25 KiB
C++
971 lines
25 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1994 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include <assert.h>
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#include "doomdef.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "p_blockmap.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "g_level.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "b_bot.h"
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#include "p_spec.h"
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#include "vm.h"
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// State.
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#include "r_state.h"
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#include "stats.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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static FRandom pr_botchecksight ("BotCheckSight");
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static FRandom pr_checksight ("CheckSight");
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/*
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==============================================================================
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P_CheckSight
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This uses specialized forms of the maputils routines for optimized performance
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==============================================================================
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*/
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// Performance meters
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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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double top;
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double 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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double Frac;
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double topslope;
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double 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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DVector3 sightstart;
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DVector2 sightend;
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double Startfrac;
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AActor * seeingthing;
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double Lastztop; // z at last line
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double Lastzbottom; // z at last line
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sector_t * lastsector; // last sector being entered by trace
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double topslope, bottomslope; // slopes to top and bottom of target
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int Flags;
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divline_t Trace;
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int portaldir;
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int portalgroup;
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bool portalfound;
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unsigned int myseethrough;
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void P_SightOpening(SightOpening &open, const line_t *linedef, double x, double 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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int P_SightBlockLinesIterator (int x, int y);
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bool P_SightTraverseIntercepts ();
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bool LineBlocksSight(line_t *ld);
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public:
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bool P_SightPathTraverse ();
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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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sightstart = t1->PosRelative(task->portalgroup);
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sightend = t2->PosRelative(task->portalgroup);
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sightstart.Z += t1->Height * 0.75;
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portalgroup = task->portalgroup;
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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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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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portalfound = false;
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myseethrough = FF_SEETHROUGH;
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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, double x, double 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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double 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 = LINEOPEN_MAX, open.portalflags |= SO_TOPFRONT;
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if (!back->PortalBlocksSight(sector_t::ceiling)) bc = LINEOPEN_MAX, open.portalflags |= SO_TOPBACK;
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if (!front->PortalBlocksSight(sector_t::floor)) ff = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMFRONT;
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if (!back->PortalBlocksSight(sector_t::floor)) bf = LINEOPEN_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;
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}
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/*
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==============
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=
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= PTR_SightTraverse
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=
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==============
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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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double slope;
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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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//
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// crosses a two sided line
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//
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// ignore self referencing sectors if COMPAT_TRACE is on
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if ((i_compatflags & COMPATF_TRACE) && li->frontsector == li->backsector)
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return true;
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double trX = Trace.x + Trace.dx * in->frac;
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double trY = Trace.y + Trace.dy * in->frac;
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P_SightOpening(open, li, trX, trY);
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if (LineBlocksSight(in->d.line))
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{
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// This may not skip P_SightOpening, but only reduce the open range to 0.
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open.range = 0;
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open.bottom = open.top;
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}
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FLinePortal *lport = li->getPortal();
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if (open.range == 0 && open.portalflags == 0 && (lport == nullptr || 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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if (in->frac == 0)
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return true;
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// check bottom
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if (open.bottom > LINEOPEN_MIN)
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{
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slope = (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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if (open.top < LINEOPEN_MAX)
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{
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slope = (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 (open.portalflags)
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{
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sector_t *frontsec, *backsec;
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frontflag = P_PointOnLineSidePrecise(sightstart, 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->frontsector;
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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->GetOppositePortalGroup(sector_t::ceiling) });
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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->GetOppositePortalGroup(sector_t::floor) });
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}
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}
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if (lport != nullptr && lport->mDestination != nullptr)
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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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if (frontflag == -1) frontflag = P_PointOnLineSidePrecise(sightstart, li);
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//Check 3D FLOORS!
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for(int i=1;i<=2;i++)
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{
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sector_t * s=i==1? li->frontsector:li->backsector;
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double highslope, lowslope;
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double topz= topslope * in->frac + sightstart.Z;
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double bottomz= bottomslope * in->frac + sightstart.Z;
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for (auto rover : s->e->XFloor.ffloors)
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{
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if ((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
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if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
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double ff_bottom = rover->bottom.plane->ZatPoint(trX, trY);
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double ff_top = rover->top.plane->ZatPoint(trX, trY);
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highslope = (ff_top - sightstart.Z) / in->frac;
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lowslope = (ff_bottom - sightstart.Z) / in->frac;
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if (highslope >= topslope)
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{
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// blocks completely
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if (lowslope <= bottomslope) return false;
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// blocks upper edge of view
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if (lowslope < topslope) topslope = lowslope;
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}
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else if (lowslope <= bottomslope)
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{
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// blocks lower edge of view
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if (highslope > bottomslope) bottomslope = highslope;
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}
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else
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{
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// the 3D-floor is inside the viewing cone but neither clips the top nor the bottom so by
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// itself it can't be view blocking.
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// However, if there's a 3D-floor on the other side that obstructs the same vertical range
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// the 2 together will block sight.
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sector_t * sb = i == 2 ? li->frontsector : li->backsector;
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for (auto rover2 : sb->e->XFloor.ffloors)
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{
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if ((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue;
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if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
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double ffb_bottom = rover2->bottom.plane->ZatPoint(trX, trY);
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double ffb_top = rover2->top.plane->ZatPoint(trX, trY);
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if ((ffb_bottom >= ff_bottom && ffb_bottom <= ff_top) ||
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(ffb_top <= ff_top && ffb_top >= ff_bottom) ||
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(ffb_top >= ff_top && ffb_bottom <= ff_bottom) ||
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(ffb_top <= ff_top && ffb_bottom >= ff_bottom))
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{
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return false;
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}
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}
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}
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// trace is leaving a sector with a 3d-floor
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if (s == lastsector && frontflag == i - 1)
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{
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// upper slope intersects with this 3d-floor
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if (Lastztop <= ff_bottom && topz > ff_top)
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{
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topslope = lowslope;
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}
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// lower slope intersects with this 3d-floor
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if (Lastzbottom >= ff_top && bottomz < ff_top)
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{
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bottomslope = highslope;
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}
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}
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if (topslope <= bottomslope) return false; // stop
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}
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}
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lastsector = frontflag==0 ? li->backsector : li->frontsector;
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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 = (topslope * in->frac) + sightstart.Z;
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Lastzbottom = (bottomslope * in->frac) + sightstart.Z;
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return true; // keep going
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}
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// performs trivial visibility checks.
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bool SightCheck::LineBlocksSight(line_t *ld)
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{
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// try to early out the check
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if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
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return true; // stop checking
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// [RH] don't see past block everything lines
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if (ld->flags & ML_BLOCKEVERYTHING)
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{
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if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
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{
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return true;
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}
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// Pretend the other side is invisible if this is not an impact line
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// that runs a script on the current map. Used to prevent monsters
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// from trying to attack through a block everything line unless
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// there's a chance their attack will make it nonblocking.
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if (!(Flags & SF_SEEPASTSHOOTABLELINES))
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{
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if (!(ld->activation & SPAC_Impact))
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{
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return true;
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}
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if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
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{
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return true;
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}
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if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
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{
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return true;
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}
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}
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}
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return false;
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}
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/*
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==================
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=
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= P_SightCheckLine
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=
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===================
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*/
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bool SightCheck::P_SightCheckLine (line_t *ld)
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{
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divline_t dl;
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if (ld->validcount == validcount)
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{
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return true;
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}
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ld->validcount = validcount;
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if (P_PointOnDivlineSide (ld->v1->fPos(), &Trace) ==
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P_PointOnDivlineSide (ld->v2->fPos(), &Trace))
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{
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return true; // line isn't crossed
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}
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P_MakeDivline (ld, &dl);
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if (P_PointOnDivlineSide (Trace.x, Trace.y, &dl) ==
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P_PointOnDivlineSide (Trace.x+Trace.dx, Trace.y+Trace.dy, &dl))
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{
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return true; // line isn't crossed
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}
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if (!portalfound) // when portals come into play, the quick-outs here may not be performed
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{
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if (LineBlocksSight(ld)) return false;
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}
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sightcounts[3]++;
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// store the line for later intersection testing
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intercept_t newintercept;
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newintercept.isaline = true;
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newintercept.d.line = ld;
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intercepts.Push (newintercept);
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return true;
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}
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/*
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==================
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=
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= P_SightBlockLinesIterator
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=
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===================
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*/
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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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polyblock_t *polyLink;
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unsigned int i;
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extern polyblock_t **PolyBlockMap;
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offset = y*level.blockmap.bmapwidth+x;
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// if any of the previous blocks may contain a portal we may abort the collection of lines here, but we may not abort the sight check.
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// (We still try to delay activating this for as long as possible.)
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portalfound = portalfound || PortalBlockmap(x, y).containsLinkedPortals;
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polyLink = PolyBlockMap[offset];
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portalfound |= (polyLink && PortalBlockmap.hasLinkedPolyPortals);
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while (polyLink)
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{
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if (polyLink->polyobj)
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{ // only check non-empty links
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if (polyLink->polyobj->validcount != validcount)
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{
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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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{
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if (!portalfound) 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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polyLink = polyLink->next;
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}
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for (list = level.blockmap.GetLines(x, y); *list != -1; list++)
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{
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if (!P_SightCheckLine (&level.lines[*list]))
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{
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if (!portalfound) return 0;
|
|
else res = -1;
|
|
}
|
|
}
|
|
|
|
return res; // everything was checked
|
|
}
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= P_SightTraverseIntercepts
|
|
=
|
|
= Returns true if the traverser function returns true for all lines
|
|
====================
|
|
*/
|
|
|
|
bool SightCheck::P_SightTraverseIntercepts ()
|
|
{
|
|
unsigned count;
|
|
double dist;
|
|
intercept_t *scan, *in;
|
|
unsigned scanpos;
|
|
divline_t dl;
|
|
|
|
count = intercepts.Size ();
|
|
//
|
|
// calculate intercept distance
|
|
//
|
|
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
|
|
{
|
|
scan = &intercepts[scanpos];
|
|
P_MakeDivline (scan->d.line, &dl);
|
|
scan->frac = P_InterceptVector (&Trace, &dl);
|
|
if (scan->frac < Startfrac)
|
|
{
|
|
scan->frac = INT_MAX;
|
|
count--;
|
|
}
|
|
}
|
|
|
|
//
|
|
// go through in order
|
|
// proper order is needed to handle 3D floors and portals.
|
|
//
|
|
in = NULL;
|
|
|
|
while (count--)
|
|
{
|
|
dist = INT_MAX;
|
|
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
|
|
{
|
|
scan = &intercepts[scanpos];
|
|
if (scan->frac < dist)
|
|
{
|
|
dist = scan->frac;
|
|
in = scan;
|
|
}
|
|
}
|
|
|
|
if (in != NULL)
|
|
{
|
|
if (!PTR_SightTraverse (in))
|
|
return false; // don't bother going farther
|
|
in->frac = INT_MAX;
|
|
}
|
|
}
|
|
|
|
if (lastsector == seeingthing->Sector && lastsector->e->XFloor.ffloors.Size())
|
|
{
|
|
// we must do one last check whether the trace has crossed a 3D floor in the last sector
|
|
|
|
double topz = topslope + sightstart.Z;
|
|
double bottomz = bottomslope + sightstart.Z;
|
|
|
|
for (auto rover : lastsector->e->XFloor.ffloors)
|
|
{
|
|
if ((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
|
|
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
|
|
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(seeingthing);
|
|
double ff_top = rover->top.plane->ZatPoint(seeingthing);
|
|
|
|
if (Lastztop <= ff_bottom && topz > ff_bottom && Lastzbottom <= ff_bottom && bottomz > ff_bottom) return false;
|
|
if (Lastzbottom >= ff_top && bottomz < ff_top && Lastztop >= ff_top && topz < ff_top) return false;
|
|
}
|
|
}
|
|
return true; // everything was traversed
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_SightPathTraverse
|
|
=
|
|
= Traces a line from x1,y1 to x2,y2, calling the traverser function for each block
|
|
= Returns true if the traverser function returns true for all lines
|
|
==================
|
|
*/
|
|
|
|
bool SightCheck::P_SightPathTraverse ()
|
|
{
|
|
double x1, x2, y1, y2;
|
|
double xt1,yt1,xt2,yt2;
|
|
double xstep,ystep;
|
|
double partialx, partialy;
|
|
double xintercept, yintercept;
|
|
int mapx, mapy, mapxstep, mapystep;
|
|
int count;
|
|
|
|
validcount++;
|
|
intercepts.Clear ();
|
|
x1 = sightstart.X + Startfrac * Trace.dx;
|
|
y1 = sightstart.Y + 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
|
|
// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
|
|
bool checkfloor = true, checkceiling = true;
|
|
for(auto rover : lastsector->e->XFloor.ffloors)
|
|
{
|
|
if(!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
double ff_bottom=rover->bottom.plane->ZatPoint(sightstart);
|
|
double ff_top=rover->top.plane->ZatPoint(sightstart);
|
|
|
|
if (sightstart.Z < ff_top) checkceiling = false;
|
|
if (sightstart.Z >= ff_bottom) checkfloor = false;
|
|
|
|
if (sightstart.Z < ff_top && sightstart.Z >= ff_bottom)
|
|
{
|
|
myseethrough = rover->flags & FF_SEETHROUGH;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// We also must check if the starting sector contains portals, and start sight checks in those as well.
|
|
if (portaldir != sector_t::floor && checkceiling && !lastsector->PortalBlocksSight(sector_t::ceiling))
|
|
{
|
|
portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->GetOppositePortalGroup(sector_t::ceiling) });
|
|
}
|
|
if (portaldir != sector_t::ceiling && checkfloor && !lastsector->PortalBlocksSight(sector_t::floor))
|
|
{
|
|
portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) });
|
|
}
|
|
|
|
x1 -= level.blockmap.bmaporgx;
|
|
y1 -= level.blockmap.bmaporgy;
|
|
xt1 = x1 / FBlockmap::MAPBLOCKUNITS;
|
|
yt1 = y1 / FBlockmap::MAPBLOCKUNITS;
|
|
|
|
x2 -= level.blockmap.bmaporgx;
|
|
y2 -= level.blockmap.bmaporgy;
|
|
xt2 = x2 / FBlockmap::MAPBLOCKUNITS;
|
|
yt2 = y2 / FBlockmap::MAPBLOCKUNITS;
|
|
|
|
mapx = xs_FloorToInt(xt1);
|
|
mapy = xs_FloorToInt(yt1);
|
|
int mapex = xs_FloorToInt(xt2);
|
|
int mapey = xs_FloorToInt(yt2);
|
|
|
|
|
|
if (mapex > mapx)
|
|
{
|
|
mapxstep = 1;
|
|
partialx = 1. - xt1 + xs_FloorToInt(xt1);
|
|
ystep = (y2 - y1) / fabs(x2 - x1);
|
|
}
|
|
else if (mapex < mapx)
|
|
{
|
|
mapxstep = -1;
|
|
partialx = xt1 - xs_FloorToInt(xt1);
|
|
ystep = (y2 - y1) / fabs(x2 - x1);
|
|
}
|
|
else
|
|
{
|
|
mapxstep = 0;
|
|
partialx = 1.;
|
|
ystep = 256;
|
|
}
|
|
yintercept = yt1 + partialx * ystep;
|
|
|
|
if (mapey > mapy)
|
|
{
|
|
mapystep = 1;
|
|
partialy = 1. - yt1 + xs_FloorToInt(yt1);
|
|
xstep = (x2 - x1) / fabs(y2 - y1);
|
|
}
|
|
else if (mapey < mapy)
|
|
{
|
|
mapystep = -1;
|
|
partialy = yt1 - xs_FloorToInt(yt1);
|
|
xstep = (x2 - x1) / fabs(y2 - y1);
|
|
}
|
|
else
|
|
{
|
|
mapystep = 0;
|
|
partialy = 1;
|
|
xstep = 256;
|
|
}
|
|
xintercept = xt1 + partialy * xstep;
|
|
|
|
// [RH] Fix for traces that pass only through blockmap corners. In that case,
|
|
// xintercept and yintercept can both be set ahead of mapx and mapy, so the
|
|
// for loop would never advance anywhere.
|
|
|
|
if (fabs(xstep) == 1. && fabs(ystep) == 1.)
|
|
{
|
|
if (ystep < 0)
|
|
{
|
|
partialx = 1. - partialx;
|
|
}
|
|
if (xstep < 0)
|
|
{
|
|
partialy = 1. - partialy;
|
|
}
|
|
if (partialx == partialy)
|
|
{
|
|
xintercept = xt1;
|
|
yintercept = yt1;
|
|
}
|
|
}
|
|
|
|
//
|
|
// step through map blocks
|
|
// Count is present to prevent a round off error from skipping the break
|
|
|
|
int itres = -1;
|
|
for (count = 0 ; count < 1000 ; count++)
|
|
{
|
|
// end traversing when reaching the end of the blockmap
|
|
// an early out is not possible because with portals a trace can easily land outside the map's bounds.
|
|
if (!level.blockmap.isValidBlock(mapx, mapy))
|
|
{
|
|
break;
|
|
}
|
|
itres = P_SightBlockLinesIterator(mapx, mapy);
|
|
if (itres == 0)
|
|
{
|
|
sightcounts[1]++;
|
|
return false; // early out
|
|
}
|
|
|
|
// either reached the end or had an early-out condition with portals left to check,
|
|
if (itres == -1 || (mapxstep | mapystep) == 0)
|
|
break;
|
|
|
|
switch (((xs_FloorToInt(yintercept) == mapy) << 1) | (xs_FloorToInt(xintercept) == mapx))
|
|
{
|
|
case 0: // neither xintercept nor yintercept match!
|
|
sightcounts[5]++;
|
|
// Continuing won't make things any better, so we might as well stop right here
|
|
count = 1000;
|
|
break;
|
|
|
|
case 1: // xintercept matches
|
|
xintercept += xstep;
|
|
mapy += mapystep;
|
|
if (mapy == mapey)
|
|
mapystep = 0;
|
|
break;
|
|
|
|
case 2: // yintercept matches
|
|
yintercept += ystep;
|
|
mapx += mapxstep;
|
|
if (mapx == mapex)
|
|
mapxstep = 0;
|
|
break;
|
|
|
|
case 3: // xintercept and yintercept both match
|
|
sightcounts[4]++;
|
|
// The trace is exiting a block through its corner. Not only does the block
|
|
// being entered need to be checked (which will happen when this loop
|
|
// continues), but the other two blocks adjacent to the corner also need to
|
|
// be checked.
|
|
if (!P_SightBlockLinesIterator (mapx + mapxstep, mapy) ||
|
|
!P_SightBlockLinesIterator (mapx, mapy + mapystep))
|
|
{
|
|
sightcounts[1]++;
|
|
return false;
|
|
}
|
|
xintercept += xstep;
|
|
yintercept += ystep;
|
|
mapx += mapxstep;
|
|
mapy += mapystep;
|
|
if (mapx == mapex)
|
|
mapxstep = 0;
|
|
if (mapy == mapey)
|
|
mapystep = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// couldn't early out, so go through the sorted list
|
|
//
|
|
sightcounts[2]++;
|
|
|
|
bool traverseres = P_SightTraverseIntercepts ( );
|
|
if (itres == -1) return false; // if the iterator had an early out there was no line of sight. The traverser was only called to collect more portals.
|
|
if (seeingthing->Sector->PortalGroup != portalgroup) return false; // We are in a different group than the seeingthing, so this trace cannot determine visibility alone.
|
|
return traverseres;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= P_CheckSight
|
|
=
|
|
= Returns true if a straight line between t1 and t2 is unobstructed
|
|
= look from eyes of t1 to any part of t2
|
|
=
|
|
= killough 4/20/98: cleaned up, made to use new LOS struct
|
|
=
|
|
=====================
|
|
*/
|
|
|
|
bool P_CheckSight (AActor *t1, AActor *t2, int flags)
|
|
{
|
|
SightCycles.Clock();
|
|
|
|
bool res;
|
|
|
|
assert (t1 != NULL);
|
|
assert (t2 != NULL);
|
|
if (t1 == NULL || t2 == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const sector_t *s1 = t1->Sector;
|
|
const sector_t *s2 = t2->Sector;
|
|
int pnum = int(s1->Index()) * level.sectors.Size() + int(s2->Index());
|
|
|
|
//
|
|
// check for trivial rejection
|
|
//
|
|
if (level.rejectmatrix.Size() > 0 &&
|
|
(level.rejectmatrix[pnum>>3] & (1 << (pnum & 7))))
|
|
{
|
|
sightcounts[0]++;
|
|
res = false; // can't possibly be connected
|
|
goto done;
|
|
}
|
|
|
|
//
|
|
// check precisely
|
|
//
|
|
// [RH] Andy Baker's stealth monsters:
|
|
// Cannot see an invisible object
|
|
if ((flags & SF_IGNOREVISIBILITY) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->Alpha)))
|
|
{ // small chance of an attack being made anyway
|
|
if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
|
|
{
|
|
res = false;
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
// killough 4/19/98: make fake floors and ceilings block monster view
|
|
|
|
if (!(flags & SF_IGNOREWATERBOUNDARY))
|
|
{
|
|
if ((s1->GetHeightSec() &&
|
|
((t1->Top() <= s1->heightsec->floorplane.ZatPoint(t1) &&
|
|
t2->Z() >= s1->heightsec->floorplane.ZatPoint(t2)) ||
|
|
(t1->Z() >= s1->heightsec->ceilingplane.ZatPoint(t1) &&
|
|
t2->Top() <= s1->heightsec->ceilingplane.ZatPoint(t2))))
|
|
||
|
|
(s2->GetHeightSec() &&
|
|
((t2->Top() <= s2->heightsec->floorplane.ZatPoint(t2) &&
|
|
t1->Z() >= s2->heightsec->floorplane.ZatPoint(t1)) ||
|
|
(t2->Z() >= s2->heightsec->ceilingplane.ZatPoint(t2) &&
|
|
t1->Top() <= s2->heightsec->ceilingplane.ZatPoint(t1)))))
|
|
{
|
|
res = false;
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
// An unobstructed LOS is possible.
|
|
// Now look from eyes of t1 to any part of t2.
|
|
|
|
validcount++;
|
|
portals.Clear();
|
|
{
|
|
sector_t *sec;
|
|
double lookheight = t1->Z() + t1->Height*0.75;
|
|
t1->GetPortalTransition(lookheight, &sec);
|
|
|
|
double bottomslope = t2->Z() - lookheight;
|
|
double 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)
|
|
{
|
|
double dist = t1->Distance2D(t2);
|
|
for (unsigned i = 0; i < portals.Size(); i++)
|
|
{
|
|
portals[i].Frac += 1 / dist;
|
|
s.init(t1, t2, NULL, &portals[i], flags);
|
|
if (s.P_SightPathTraverse())
|
|
{
|
|
res = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
done:
|
|
SightCycles.Unclock();
|
|
return res;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckSight)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(target, AActor);
|
|
PARAM_INT_DEF(flags);
|
|
ACTION_RETURN_BOOL(P_CheckSight(self, target, flags));
|
|
}
|
|
|
|
ADD_STAT (sight)
|
|
{
|
|
FString out;
|
|
out.Format ("%04.1f ms (%04.1f max), %5d %2d%4d%4d%4d%4d\n",
|
|
SightCycles.TimeMS(), MaxSightCycles.TimeMS(),
|
|
sightcounts[3], sightcounts[0], sightcounts[1], sightcounts[2], sightcounts[4], sightcounts[5]);
|
|
return out;
|
|
}
|
|
|
|
void P_ResetSightCounters (bool full)
|
|
{
|
|
if (full)
|
|
{
|
|
MaxSightCycles.Reset();
|
|
}
|
|
if (SightCycles.Time() > MaxSightCycles.Time())
|
|
{
|
|
MaxSightCycles = SightCycles;
|
|
}
|
|
SightCycles.Reset();
|
|
memset (sightcounts, 0, sizeof(sightcounts));
|
|
}
|