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https://github.com/ZDoom/gzdoom.git
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6adb069506
This was to resolve some circular dependencies with the portal code. The most notable changees: * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures. * split off the parts from p_maputl into a separate header. * consolidated all blockmap related data into p_blockmap.h * split off the polyobject parts into po_man.h
752 lines
19 KiB
C++
752 lines
19 KiB
C++
//**************************************************************************
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//**
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//** p_sight.cpp : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: p_sight.c,v $
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//** $Revision: 1.1 $
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//** $Date: 95/05/11 00:22:50 $
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//** $Author: bgokey $
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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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// State.
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#include "r_state.h"
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#include "stats.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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static TArray<intercept_t> intercepts (128);
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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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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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fixed_t 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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unsigned int myseethrough;
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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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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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SightCheck(const AActor * t1, const AActor * t2, 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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seeingthing=t2;
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bottomslope = t2->Z() - sightzstart;
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topslope = bottomslope + t2->height;
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Flags = flags;
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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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=
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= PTR_SightTraverse
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=
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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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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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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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if (open.range <= 0) // quick test for totally closed doors
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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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// 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 (topslope <= bottomslope)
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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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//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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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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for(unsigned int j=0;j<s->e->XFloor.ffloors.Size();j++)
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{
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F3DFloor* rover=s->e->XFloor.ffloors[j];
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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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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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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(unsigned int k=0;k<sb->e->XFloor.ffloors.Size();k++)
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{
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F3DFloor* rover2=sb->e->XFloor.ffloors[k];
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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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fixed_t ffb_bottom=rover2->bottom.plane->ZatPoint(trX, trY);
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fixed_t 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= FixedMul (topslope, in->frac) + sightzstart;
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lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
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return true; // keep going
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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_PointOnDivlineSidePrecise (ld->v1->x, ld->v1->y, &trace) ==
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P_PointOnDivlineSidePrecise (ld->v2->x, ld->v2->y, &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_PointOnDivlineSidePrecise (trace.x, trace.y, &dl) ==
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P_PointOnDivlineSidePrecise (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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// 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 false; // 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 false;
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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 false;
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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 false;
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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 false;
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}
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}
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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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bool 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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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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polyLink = PolyBlockMap[offset];
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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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return false;
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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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offset = *(blockmap + offset);
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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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return true; // everything was checked
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}
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/*
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====================
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=
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= P_SightTraverseIntercepts
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=
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= Returns true if the traverser function returns true for all lines
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====================
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*/
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bool SightCheck::P_SightTraverseIntercepts ()
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{
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unsigned count;
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fixed_t dist;
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intercept_t *scan, *in;
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unsigned scanpos;
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divline_t dl;
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count = intercepts.Size ();
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//
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// calculate intercept distance
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//
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for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
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{
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scan = &intercepts[scanpos];
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P_MakeDivline (scan->d.line, &dl);
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scan->frac = P_InterceptVector (&trace, &dl);
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}
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//
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// go through in order
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// [RH] Is it really necessary to go through in order? All we care about is if
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// the trace is obstructed, not what specifically obstructed it.
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//
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in = NULL;
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while (count--)
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{
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dist = FIXED_MAX;
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for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
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{
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scan = &intercepts[scanpos];
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if (scan->frac < dist)
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{
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dist = scan->frac;
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in = scan;
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}
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}
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if (in != NULL)
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{
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if (!PTR_SightTraverse (in))
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return false; // don't bother going farther
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in->frac = FIXED_MAX;
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}
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}
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if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size())
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{
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// we must do one last check whether the trace has crossed a 3D floor in the last sector
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fixed_t topz= topslope + sightzstart;
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fixed_t bottomz= bottomslope + sightzstart;
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for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
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if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
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if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing);
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fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing);
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if (lastztop<=ff_bottom && topz>ff_bottom && lastzbottom<=ff_bottom && bottomz>ff_bottom) return false;
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if (lastzbottom>=ff_top && bottomz<ff_top && lastztop>=ff_top && topz<ff_top) return false;
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}
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}
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return true; // everything was traversed
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}
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/*
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==================
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=
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= P_SightPathTraverse
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=
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= Traces a line from x1,y1 to x2,y2, calling the traverser function for each block
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= Returns true if the traverser function returns true for all lines
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==================
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*/
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bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
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{
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fixed_t xt1,yt1,xt2,yt2;
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long long _x1,_y1,_x2,_y2;
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fixed_t xstep,ystep;
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fixed_t partialx, partialy;
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fixed_t xintercept, yintercept;
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int mapx, mapy, mapxstep, mapystep;
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int count;
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validcount++;
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intercepts.Clear ();
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// for FF_SEETHROUGH the following rule applies:
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// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
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// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
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for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
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if(!(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing);
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fixed_t ff_top=rover->top.plane->ZatPoint(sightthing);
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if (sightzstart < ff_top && sightzstart >= ff_bottom)
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{
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myseethrough = rover->flags & FF_SEETHROUGH;
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break;
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}
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}
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if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
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x1 += FRACUNIT; // don't side exactly on a line
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if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
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y1 += FRACUNIT; // don't side exactly on a line
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trace.x = x1;
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trace.y = y1;
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trace.dx = x2 - x1;
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trace.dy = y2 - y1;
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_x1 = (long long)x1 - bmaporgx;
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_y1 = (long long)y1 - bmaporgy;
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x1 -= bmaporgx;
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y1 -= bmaporgy;
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xt1 = int(_x1 >> MAPBLOCKSHIFT);
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yt1 = int(_y1 >> MAPBLOCKSHIFT);
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_x2 = (long long)x2 - bmaporgx;
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_y2 = (long long)y2 - bmaporgy;
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x2 -= bmaporgx;
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y2 -= bmaporgy;
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xt2 = int(_x2 >> MAPBLOCKSHIFT);
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yt2 = int(_y2 >> MAPBLOCKSHIFT);
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// points should never be out of bounds, but check once instead of
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// each block
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if (xt1<0 || yt1<0 || xt1>=bmapwidth || yt1>=bmapheight
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|| xt2<0 || yt2<0 || xt2>=bmapwidth || yt2>=bmapheight)
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return false;
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if (xt2 > xt1)
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{
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mapxstep = 1;
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partialx = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
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ystep = FixedDiv (y2-y1,abs(x2-x1));
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}
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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) &&
|
|
t2->Z() >= s1->heightsec->floorplane.ZatPoint(t2)) ||
|
|
(t1->Z() >= s1->heightsec->ceilingplane.ZatPoint(t1) &&
|
|
t2->Z() + t1->height <= s1->heightsec->ceilingplane.ZatPoint(t2))))
|
|
||
|
|
(s2->GetHeightSec() &&
|
|
((t2->Z() + t2->height <= s2->heightsec->floorplane.ZatPoint(t2) &&
|
|
t1->Z() >= s2->heightsec->floorplane.ZatPoint(t1)) ||
|
|
(t2->Z() >= s2->heightsec->ceilingplane.ZatPoint(t2) &&
|
|
t1->Z() + t2->height <= 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++;
|
|
{
|
|
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));
|
|
}
|
|
|
|
|