- fixed: Sight checks through portals must disable all early-outs.

These can also be triggered from lines outside the actually valid range because the checks are done before the lines get ordered by distance.
This commit is contained in:
Christoph Oelckers 2017-02-24 19:00:10 +01:00
parent c6a5e74c75
commit 555f339924
2 changed files with 48 additions and 30 deletions

View file

@ -158,6 +158,7 @@ public:
bool IsStatic() override { return false; }
};
extern DStaticEventHandler* E_FirstEventHandler;
extern DStaticEventHandler* E_LastEventHandler;
// we cannot call this DEvent because in ZScript, 'event' is a keyword
class DBaseEvent : public DObject

View file

@ -107,6 +107,7 @@ class SightCheck
bool P_SightCheckLine (line_t *ld);
int P_SightBlockLinesIterator (int x, int y);
bool P_SightTraverseIntercepts ();
bool LineBlocksSight(line_t *ld);
public:
bool P_SightPathTraverse ();
@ -211,7 +212,14 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
double trX = Trace.x + Trace.dx * in->frac;
double trY = Trace.y + Trace.dy * in->frac;
P_SightOpening (open, li, trX, trY);
P_SightOpening(open, li, trX, trY);
if (LineBlocksSight(in->d.line))
{
// This may not skip P_SightOpening, but only reduce the open range to 0.
open.range = 0;
open.bottom = open.top;
}
FLinePortal *lport = li->getPortal();
@ -362,6 +370,42 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
}
// performs trivial visibility checks.
bool SightCheck::LineBlocksSight(line_t *ld)
{
// try to early out the check
if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
return true; // stop checking
// [RH] don't see past block everything lines
if (ld->flags & ML_BLOCKEVERYTHING)
{
if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
{
return true;
}
// 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 true;
}
if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
{
return true;
}
if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
{
return true;
}
}
}
return false;
}
/*
==================
@ -392,36 +436,9 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
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 (!portalfound) // when portals come into play, the quick-outs here may not be performed
{
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;
}
}
if (LineBlocksSight(ld)) return false;
}
sightcounts[3]++;