qzdoom-gpl/src/p_sight.cpp

748 lines
19 KiB
C++
Raw Normal View History

//**************************************************************************
//**
//** 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;
2016-02-02 00:04:59 +00:00
unsigned 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;
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
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);
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
if (open.range <= 0) // quick test for totally closed doors
return false; // stop
// check bottom
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
slope = FixedDiv (open.bottom - sightzstart, in->frac);
if (slope > bottomslope)
bottomslope = slope;
// check top
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
slope = FixedDiv (open.top - sightzstart, in->frac);
if (slope < topslope)
topslope = slope;
if (topslope <= bottomslope)
return false; // stop
// now handle 3D-floors
if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
{
int frontflag;
frontflag = P_PointOnLineSidePrecise(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;
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_PointOnDivlineSidePrecise (ld->v1->x, ld->v1->y, &trace) ==
P_PointOnDivlineSidePrecise (ld->v2->x, ld->v2->y, &trace))
{
return true; // line isn't crossed
}
P_MakeDivline (ld, &dl);
if (P_PointOnDivlineSidePrecise (trace.x, trace.y, &dl) ==
P_PointOnDivlineSidePrecise (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;
}
}
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);
fixed_t 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 (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 ();
// 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);
fixed_t ff_top=rover->top.plane->ZatPoint(sightthing);
if (sightzstart < ff_top && sightzstart >= ff_bottom)
{
myseethrough = rover->flags & FF_SEETHROUGH;
break;
}
}
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) &&
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));
}