mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-03 01:12:55 +00:00
b2abe9d11e
- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of as absolute coordinates. SVN r3487 (trunk)
753 lines
19 KiB
C++
753 lines
19 KiB
C++
//**************************************************************************
|
|
//**
|
|
//** p_sight.cpp : Heretic 2 : Raven Software, Corp.
|
|
//**
|
|
//** $RCSfile: p_sight.c,v $
|
|
//** $Revision: 1.1 $
|
|
//** $Date: 95/05/11 00:22:50 $
|
|
//** $Author: bgokey $
|
|
//**
|
|
//**************************************************************************
|
|
|
|
#include <assert.h>
|
|
|
|
#include "doomdef.h"
|
|
#include "i_system.h"
|
|
#include "p_local.h"
|
|
#include "m_random.h"
|
|
#include "m_bbox.h"
|
|
#include "p_lnspec.h"
|
|
#include "g_level.h"
|
|
#include "po_man.h"
|
|
|
|
// State.
|
|
#include "r_state.h"
|
|
|
|
#include "stats.h"
|
|
|
|
static FRandom pr_botchecksight ("BotCheckSight");
|
|
static FRandom pr_checksight ("CheckSight");
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
P_CheckSight
|
|
|
|
This uses specialized forms of the maputils routines for optimized performance
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
// Performance meters
|
|
static int sightcounts[6];
|
|
static cycle_t SightCycles;
|
|
static cycle_t MaxSightCycles;
|
|
|
|
static TArray<intercept_t> intercepts (128);
|
|
|
|
class SightCheck
|
|
{
|
|
fixed_t sightzstart; // eye z of looker
|
|
const AActor * sightthing;
|
|
const AActor * seeingthing;
|
|
fixed_t lastztop; // z at last line
|
|
fixed_t lastzbottom; // z at last line
|
|
sector_t * lastsector; // last sector being entered by trace
|
|
fixed_t topslope, bottomslope; // slopes to top and bottom of target
|
|
int Flags;
|
|
divline_t trace;
|
|
int myseethrough;
|
|
|
|
bool PTR_SightTraverse (intercept_t *in);
|
|
bool P_SightCheckLine (line_t *ld);
|
|
bool P_SightBlockLinesIterator (int x, int y);
|
|
bool P_SightTraverseIntercepts ();
|
|
|
|
public:
|
|
bool P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
|
|
|
|
SightCheck(const AActor * t1, const AActor * t2, int flags)
|
|
{
|
|
lastztop = lastzbottom = sightzstart = t1->z + t1->height - (t1->height>>2);
|
|
lastsector = t1->Sector;
|
|
sightthing=t1;
|
|
seeingthing=t2;
|
|
bottomslope = t2->z - sightzstart;
|
|
topslope = bottomslope + t2->height;
|
|
Flags = flags;
|
|
|
|
myseethrough = FF_SEETHROUGH;
|
|
}
|
|
};
|
|
|
|
/*
|
|
==============
|
|
=
|
|
= PTR_SightTraverse
|
|
=
|
|
==============
|
|
*/
|
|
|
|
/*
|
|
static bool PTR_SightTraverse (intercept_t *in)
|
|
*/
|
|
bool SightCheck::PTR_SightTraverse (intercept_t *in)
|
|
{
|
|
line_t *li;
|
|
fixed_t slope;
|
|
FLineOpening open;
|
|
|
|
li = in->d.line;
|
|
|
|
//
|
|
// crosses a two sided line
|
|
//
|
|
|
|
// ignore self referencing sectors if COMPAT_TRACE is on
|
|
if ((i_compatflags & COMPATF_TRACE) && li->frontsector == li->backsector)
|
|
return true;
|
|
|
|
fixed_t trX=trace.x + FixedMul (trace.dx, in->frac);
|
|
fixed_t trY=trace.y + FixedMul (trace.dy, in->frac);
|
|
P_LineOpening (open, NULL, li, trX, trY);
|
|
|
|
if (open.range <= 0) // quick test for totally closed doors
|
|
return false; // stop
|
|
|
|
// check bottom
|
|
slope = FixedDiv (open.bottom - sightzstart, in->frac);
|
|
if (slope > bottomslope)
|
|
bottomslope = slope;
|
|
|
|
// check top
|
|
slope = FixedDiv (open.top - sightzstart, in->frac);
|
|
if (slope < topslope)
|
|
topslope = slope;
|
|
|
|
if (topslope <= bottomslope)
|
|
return false; // stop
|
|
|
|
#ifdef _3DFLOORS
|
|
// now handle 3D-floors
|
|
if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
|
|
{
|
|
int frontflag;
|
|
|
|
frontflag = P_PointOnLineSide(sightthing->x, sightthing->y, li);
|
|
|
|
//Check 3D FLOORS!
|
|
for(int i=1;i<=2;i++)
|
|
{
|
|
sector_t * s=i==1? li->frontsector:li->backsector;
|
|
fixed_t highslope, lowslope;
|
|
|
|
fixed_t topz= FixedMul (topslope, in->frac) + sightzstart;
|
|
fixed_t bottomz= FixedMul (bottomslope, in->frac) + sightzstart;
|
|
|
|
for(unsigned int j=0;j<s->e->XFloor.ffloors.Size();j++)
|
|
{
|
|
F3DFloor* rover=s->e->XFloor.ffloors[j];
|
|
|
|
if((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
|
|
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(trX, trY);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(trX, trY);
|
|
|
|
highslope = FixedDiv (ff_top - sightzstart, in->frac);
|
|
lowslope = FixedDiv (ff_bottom - sightzstart, in->frac);
|
|
|
|
if (highslope>=topslope)
|
|
{
|
|
// blocks completely
|
|
if (lowslope<=bottomslope) return false;
|
|
// blocks upper edge of view
|
|
if (lowslope<topslope) topslope=lowslope;
|
|
}
|
|
else if (lowslope<=bottomslope)
|
|
{
|
|
// blocks lower edge of view
|
|
if (highslope>bottomslope) bottomslope=highslope;
|
|
}
|
|
else
|
|
{
|
|
// the 3D-floor is inside the viewing cone but neither clips the top nor the bottom so by
|
|
// itself it can't be view blocking.
|
|
// However, if there's a 3D-floor on the other side that obstructs the same vertical range
|
|
// the 2 together will block sight.
|
|
sector_t * sb=i==2? li->frontsector:li->backsector;
|
|
|
|
for(unsigned int k=0;k<sb->e->XFloor.ffloors.Size();k++)
|
|
{
|
|
F3DFloor* rover2=sb->e->XFloor.ffloors[k];
|
|
|
|
if((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue;
|
|
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
|
|
|
|
fixed_t ffb_bottom=rover2->bottom.plane->ZatPoint(trX, trY);
|
|
fixed_t ffb_top=rover2->top.plane->ZatPoint(trX, trY);
|
|
|
|
if ( (ffb_bottom >= ff_bottom && ffb_bottom<=ff_top) ||
|
|
(ffb_top <= ff_top && ffb_top >= ff_bottom) ||
|
|
(ffb_top >= ff_top && ffb_bottom <= ff_bottom) ||
|
|
(ffb_top <= ff_top && ffb_bottom >= ff_bottom) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
// trace is leaving a sector with a 3d-floor
|
|
if (s==lastsector && frontflag==i-1)
|
|
{
|
|
// upper slope intersects with this 3d-floor
|
|
if (lastztop<=ff_bottom && topz>ff_top)
|
|
{
|
|
topslope=lowslope;
|
|
}
|
|
// lower slope intersects with this 3d-floor
|
|
if (lastzbottom>=ff_top && bottomz<ff_top)
|
|
{
|
|
bottomslope=highslope;
|
|
}
|
|
}
|
|
if (topslope <= bottomslope) return false; // stop
|
|
}
|
|
}
|
|
lastsector = frontflag==0 ? li->backsector : li->frontsector;
|
|
}
|
|
else lastsector=NULL; // don't need it if there are no 3D-floors
|
|
|
|
lastztop= FixedMul (topslope, in->frac) + sightzstart;
|
|
lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
|
|
#endif
|
|
|
|
return true; // keep going
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_SightCheckLine
|
|
=
|
|
===================
|
|
*/
|
|
|
|
bool SightCheck::P_SightCheckLine (line_t *ld)
|
|
{
|
|
divline_t dl;
|
|
|
|
if (ld->validcount == validcount)
|
|
{
|
|
return true;
|
|
}
|
|
ld->validcount = validcount;
|
|
if (P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace) ==
|
|
P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace))
|
|
{
|
|
return true; // line isn't crossed
|
|
}
|
|
P_MakeDivline (ld, &dl);
|
|
if (P_PointOnDivlineSide (trace.x, trace.y, &dl) ==
|
|
P_PointOnDivlineSide (trace.x+trace.dx, trace.y+trace.dy, &dl))
|
|
{
|
|
return true; // line isn't crossed
|
|
}
|
|
|
|
// try to early out the check
|
|
if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
|
|
return false; // stop checking
|
|
|
|
// [RH] don't see past block everything lines
|
|
if (ld->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
|
|
{
|
|
return false;
|
|
}
|
|
// Pretend the other side is invisible if this is not an impact line
|
|
// that runs a script on the current map. Used to prevent monsters
|
|
// from trying to attack through a block everything line unless
|
|
// there's a chance their attack will make it nonblocking.
|
|
if (!(Flags & SF_SEEPASTSHOOTABLELINES))
|
|
{
|
|
if (!(ld->activation & SPAC_Impact))
|
|
{
|
|
return false;
|
|
}
|
|
if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
|
|
{
|
|
return false;
|
|
}
|
|
if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
sightcounts[3]++;
|
|
// store the line for later intersection testing
|
|
intercept_t newintercept;
|
|
newintercept.isaline = true;
|
|
newintercept.d.line = ld;
|
|
intercepts.Push (newintercept);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_SightBlockLinesIterator
|
|
=
|
|
===================
|
|
*/
|
|
|
|
bool SightCheck::P_SightBlockLinesIterator (int x, int y)
|
|
{
|
|
int offset;
|
|
int *list;
|
|
|
|
polyblock_t *polyLink;
|
|
unsigned int i;
|
|
extern polyblock_t **PolyBlockMap;
|
|
|
|
offset = y*bmapwidth+x;
|
|
|
|
polyLink = PolyBlockMap[offset];
|
|
while (polyLink)
|
|
{
|
|
if (polyLink->polyobj)
|
|
{ // only check non-empty links
|
|
if (polyLink->polyobj->validcount != validcount)
|
|
{
|
|
polyLink->polyobj->validcount = validcount;
|
|
for (i = 0; i < polyLink->polyobj->Linedefs.Size(); i++)
|
|
{
|
|
if (!P_SightCheckLine (polyLink->polyobj->Linedefs[i]))
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
polyLink = polyLink->next;
|
|
}
|
|
|
|
offset = *(blockmap + offset);
|
|
|
|
for (list = blockmaplump + offset + 1; *list != -1; list++)
|
|
{
|
|
if (!P_SightCheckLine (&lines[*list]))
|
|
return false;
|
|
}
|
|
|
|
return true; // everything was checked
|
|
}
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= P_SightTraverseIntercepts
|
|
=
|
|
= Returns true if the traverser function returns true for all lines
|
|
====================
|
|
*/
|
|
|
|
bool SightCheck::P_SightTraverseIntercepts ()
|
|
{
|
|
unsigned count;
|
|
fixed_t 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);
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
in = NULL;
|
|
|
|
while (count--)
|
|
{
|
|
dist = FIXED_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 = FIXED_MAX;
|
|
}
|
|
}
|
|
|
|
#ifdef _3DFLOORS
|
|
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
|
|
|
|
fixed_t topz= topslope + sightzstart;
|
|
fixed_t bottomz= bottomslope + sightzstart;
|
|
|
|
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
|
|
|
|
if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
|
|
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing->x, seeingthing->y);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing->x, seeingthing->y);
|
|
|
|
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;
|
|
}
|
|
|
|
}
|
|
#endif
|
|
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 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
|
|
{
|
|
fixed_t xt1,yt1,xt2,yt2;
|
|
long long _x1,_y1,_x2,_y2;
|
|
fixed_t xstep,ystep;
|
|
fixed_t partialx, partialy;
|
|
fixed_t xintercept, yintercept;
|
|
int mapx, mapy, mapxstep, mapystep;
|
|
int count;
|
|
|
|
validcount++;
|
|
intercepts.Clear ();
|
|
|
|
#ifdef _3DFLOORS
|
|
// 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
|
|
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
|
|
|
|
if(!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing->x, sightthing->y);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(sightthing->x, sightthing->y);
|
|
|
|
if (sightzstart < ff_top && sightzstart >= ff_bottom)
|
|
{
|
|
myseethrough = rover->flags & FF_SEETHROUGH;
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
|
|
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;
|
|
x1 -= bmaporgx;
|
|
y1 -= bmaporgy;
|
|
xt1 = int(_x1 >> MAPBLOCKSHIFT);
|
|
yt1 = int(_y1 >> MAPBLOCKSHIFT);
|
|
|
|
_x2 = (long long)x2 - bmaporgx;
|
|
_y2 = (long long)y2 - bmaporgy;
|
|
x2 -= bmaporgx;
|
|
y2 -= bmaporgy;
|
|
xt2 = int(_x2 >> MAPBLOCKSHIFT);
|
|
yt2 = int(_y2 >> MAPBLOCKSHIFT);
|
|
|
|
// points should never be out of bounds, but check once instead of
|
|
// each block
|
|
if (xt1<0 || yt1<0 || xt1>=bmapwidth || yt1>=bmapheight
|
|
|| xt2<0 || yt2<0 || xt2>=bmapwidth || yt2>=bmapheight)
|
|
return false;
|
|
|
|
if (xt2 > xt1)
|
|
{
|
|
mapxstep = 1;
|
|
partialx = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
|
|
ystep = FixedDiv (y2-y1,abs(x2-x1));
|
|
}
|
|
else if (xt2 < xt1)
|
|
{
|
|
mapxstep = -1;
|
|
partialx = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
|
|
ystep = FixedDiv (y2-y1,abs(x2-x1));
|
|
}
|
|
else
|
|
{
|
|
mapxstep = 0;
|
|
partialx = FRACUNIT;
|
|
ystep = 256*FRACUNIT;
|
|
}
|
|
yintercept = int(_y1>>MAPBTOFRAC) + FixedMul (partialx, ystep);
|
|
|
|
|
|
if (yt2 > yt1)
|
|
{
|
|
mapystep = 1;
|
|
partialy = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
|
|
xstep = FixedDiv (x2-x1,abs(y2-y1));
|
|
}
|
|
else if (yt2 < yt1)
|
|
{
|
|
mapystep = -1;
|
|
partialy = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
|
|
xstep = FixedDiv (x2-x1,abs(y2-y1));
|
|
}
|
|
else
|
|
{
|
|
mapystep = 0;
|
|
partialy = FRACUNIT;
|
|
xstep = 256*FRACUNIT;
|
|
}
|
|
xintercept = int(_x1>>MAPBTOFRAC) + FixedMul (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 (abs(xstep) == FRACUNIT && abs(ystep) == FRACUNIT)
|
|
{
|
|
if (ystep < 0)
|
|
{
|
|
partialx = FRACUNIT - partialx;
|
|
}
|
|
if (xstep < 0)
|
|
{
|
|
partialy = FRACUNIT - partialy;
|
|
}
|
|
if (partialx == partialy)
|
|
{
|
|
xintercept = xt1 << FRACBITS;
|
|
yintercept = yt1 << FRACBITS;
|
|
}
|
|
}
|
|
|
|
//
|
|
// step through map blocks
|
|
// Count is present to prevent a round off error from skipping the break
|
|
mapx = xt1;
|
|
mapy = yt1;
|
|
|
|
for (count = 0 ; count < 100 ; count++)
|
|
{
|
|
if (!P_SightBlockLinesIterator (mapx, mapy))
|
|
{
|
|
sightcounts[1]++;
|
|
return false; // early out
|
|
}
|
|
|
|
if ((mapxstep | mapystep) == 0)
|
|
break;
|
|
|
|
switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == 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 = 100;
|
|
break;
|
|
|
|
case 1: // xintercept matches
|
|
xintercept += xstep;
|
|
mapy += mapystep;
|
|
if (mapy == yt2)
|
|
mapystep = 0;
|
|
break;
|
|
|
|
case 2: // yintercept matches
|
|
yintercept += ystep;
|
|
mapx += mapxstep;
|
|
if (mapx == xt2)
|
|
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 == xt2)
|
|
mapxstep = 0;
|
|
if (mapy == yt2)
|
|
mapystep = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// couldn't early out, so go through the sorted list
|
|
//
|
|
sightcounts[2]++;
|
|
|
|
return P_SightTraverseIntercepts ( );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= 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 (const AActor *t1, const 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 - sectors) * numsectors + int(s2 - sectors);
|
|
|
|
//
|
|
// check for trivial rejection
|
|
//
|
|
if (rejectmatrix != NULL &&
|
|
(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->z + t1->height <= s1->heightsec->floorplane.ZatPoint (t1->x, t1->y) &&
|
|
t2->z >= s1->heightsec->floorplane.ZatPoint (t2->x, t2->y)) ||
|
|
(t1->z >= s1->heightsec->ceilingplane.ZatPoint (t1->x, t1->y) &&
|
|
t2->z + t1->height <= s1->heightsec->ceilingplane.ZatPoint (t2->x, t2->y))))
|
|
||
|
|
(s2->GetHeightSec() &&
|
|
((t2->z + t2->height <= s2->heightsec->floorplane.ZatPoint (t2->x, t2->y) &&
|
|
t1->z >= s2->heightsec->floorplane.ZatPoint (t1->x, t1->y)) ||
|
|
(t2->z >= s2->heightsec->ceilingplane.ZatPoint (t2->x, t2->y) &&
|
|
t1->z + t2->height <= s2->heightsec->ceilingplane.ZatPoint (t1->x, t1->y)))))
|
|
{
|
|
res = false;
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
// An unobstructed LOS is possible.
|
|
// Now look from eyes of t1 to any part of t2.
|
|
|
|
validcount++;
|
|
{
|
|
SightCheck s(t1, t2, flags);
|
|
res = s.P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
|
|
}
|
|
|
|
done:
|
|
SightCycles.Unclock();
|
|
return res;
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
|