mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-18 02:21:47 +00:00
a7a7a7ee6d
This should mean that maps built with ZBSDP (no reject) should have less or no problems in netgames compared to the standard ZenNode maps now, hopefully. =)
423 lines
10 KiB
C
423 lines
10 KiB
C
// SONIC ROBO BLAST 2
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
|
// Copyright (C) 1999-2016 by Sonic Team Junior.
|
|
//
|
|
// This program is free software distributed under the
|
|
// terms of the GNU General Public License, version 2.
|
|
// See the 'LICENSE' file for more details.
|
|
//-----------------------------------------------------------------------------
|
|
/// \file p_sight.c
|
|
/// \brief Line of sight/visibility checks, uses REJECT lookup table
|
|
|
|
#include "doomdef.h"
|
|
#include "doomstat.h"
|
|
#include "p_local.h"
|
|
#include "r_main.h"
|
|
#include "r_state.h"
|
|
|
|
//
|
|
// P_CheckSight
|
|
//
|
|
// killough 4/19/98:
|
|
// Convert LOS info to struct for reentrancy and efficiency of data locality
|
|
|
|
typedef struct {
|
|
fixed_t sightzstart, t2x, t2y; // eye z of looker
|
|
divline_t strace; // from t1 to t2
|
|
fixed_t topslope, bottomslope; // slopes to top and bottom of target
|
|
fixed_t bbox[4];
|
|
} los_t;
|
|
|
|
static INT32 sightcounts[2];
|
|
|
|
//
|
|
// P_DivlineSide
|
|
//
|
|
// Returns side 0 (front), 1 (back), or 2 (on).
|
|
//
|
|
static INT32 P_DivlineSide(fixed_t x, fixed_t y, divline_t *node)
|
|
{
|
|
fixed_t dx, dy, left, right;
|
|
|
|
if (!node->dx)
|
|
{
|
|
if (x == node->x)
|
|
return 2;
|
|
|
|
if (x <= node->x)
|
|
return (node->dy > 0);
|
|
|
|
return (node->dy < 0);
|
|
}
|
|
|
|
if (!node->dy)
|
|
{
|
|
if (y == node->y)
|
|
return 2;
|
|
|
|
if (y <= node->y)
|
|
return (node->dx < 0);
|
|
|
|
return (node->dx > 0);
|
|
}
|
|
|
|
dx = x - node->x;
|
|
dy = y - node->y;
|
|
|
|
left = (node->dy>>FRACBITS) * (dx>>FRACBITS);
|
|
right = (dy>>FRACBITS) * (node->dx>>FRACBITS);
|
|
|
|
if (right < left)
|
|
return 0; // front side
|
|
|
|
if (left == right)
|
|
return 2;
|
|
|
|
return 1; // back side
|
|
}
|
|
|
|
//
|
|
// P_InterceptVector2
|
|
//
|
|
// Returns the fractional intercept point along the first divline.
|
|
// This is only called by the addthings and addlines traversers.
|
|
//
|
|
static fixed_t P_InterceptVector2(divline_t *v2, divline_t *v1)
|
|
{
|
|
fixed_t frac, num, den;
|
|
|
|
den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy);
|
|
|
|
if (!den)
|
|
return 0;
|
|
|
|
num = FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx);
|
|
frac = FixedDiv(num, den);
|
|
|
|
return frac;
|
|
}
|
|
|
|
#ifdef POLYOBJECTS
|
|
static boolean P_CrossSubsecPolyObj(polyobj_t *po, register los_t *los)
|
|
{
|
|
size_t i;
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
{
|
|
line_t *line = po->lines[i];
|
|
divline_t divl;
|
|
const vertex_t *v1,*v2;
|
|
|
|
// already checked other side?
|
|
if (line->validcount == validcount)
|
|
continue;
|
|
|
|
line->validcount = validcount;
|
|
|
|
// OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test
|
|
if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] ||
|
|
line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] ||
|
|
line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] ||
|
|
line->bbox[BOXTOP] < los->bbox[BOXBOTTOM])
|
|
continue;
|
|
|
|
v1 = line->v1;
|
|
v2 = line->v2;
|
|
|
|
// line isn't crossed?
|
|
if (P_DivlineSide(v1->x, v1->y, &los->strace) ==
|
|
P_DivlineSide(v2->x, v2->y, &los->strace))
|
|
continue;
|
|
|
|
divl.dx = v2->x - (divl.x = v1->x);
|
|
divl.dy = v2->y - (divl.y = v1->y);
|
|
|
|
// line isn't crossed?
|
|
if (P_DivlineSide(los->strace.x, los->strace.y, &divl) ==
|
|
P_DivlineSide(los->t2x, los->t2y, &divl))
|
|
continue;
|
|
|
|
// stop because it is not two sided
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// P_CrossSubsector
|
|
//
|
|
// Returns true if strace crosses the given subsector successfully.
|
|
//
|
|
static boolean P_CrossSubsector(size_t num, register los_t *los)
|
|
{
|
|
seg_t *seg;
|
|
INT32 count;
|
|
#ifdef POLYOBJECTS
|
|
polyobj_t *po; // haleyjd 02/23/06
|
|
#endif
|
|
|
|
#ifdef RANGECHECK
|
|
if (num >= numsubsectors)
|
|
I_Error("P_CrossSubsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors));
|
|
#endif
|
|
|
|
// haleyjd 02/23/06: this assignment should be after the above check
|
|
seg = segs + subsectors[num].firstline;
|
|
|
|
#ifdef POLYOBJECTS
|
|
// haleyjd 02/23/06: check polyobject lines
|
|
if ((po = subsectors[num].polyList))
|
|
{
|
|
while (po)
|
|
{
|
|
if (po->validcount != validcount)
|
|
{
|
|
po->validcount = validcount;
|
|
if (!P_CrossSubsecPolyObj(po, los))
|
|
return false;
|
|
}
|
|
po = (polyobj_t *)(po->link.next);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for (count = subsectors[num].numlines; --count >= 0; seg++) // check lines
|
|
{
|
|
line_t *line = seg->linedef;
|
|
divline_t divl;
|
|
fixed_t popentop, popenbottom;
|
|
const sector_t *front, *back;
|
|
const vertex_t *v1,*v2;
|
|
fixed_t frac;
|
|
|
|
// already checked other side?
|
|
if (line->validcount == validcount)
|
|
continue;
|
|
|
|
line->validcount = validcount;
|
|
|
|
// OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test
|
|
if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] ||
|
|
line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] ||
|
|
line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] ||
|
|
line->bbox[BOXTOP] < los->bbox[BOXBOTTOM])
|
|
continue;
|
|
|
|
v1 = line->v1;
|
|
v2 = line->v2;
|
|
|
|
// line isn't crossed?
|
|
if (P_DivlineSide(v1->x, v1->y, &los->strace) ==
|
|
P_DivlineSide(v2->x, v2->y, &los->strace))
|
|
continue;
|
|
|
|
divl.dx = v2->x - (divl.x = v1->x);
|
|
divl.dy = v2->y - (divl.y = v1->y);
|
|
|
|
// line isn't crossed?
|
|
if (P_DivlineSide(los->strace.x, los->strace.y, &divl) ==
|
|
P_DivlineSide(los->t2x, los->t2y, &divl))
|
|
continue;
|
|
|
|
// stop because it is not two sided anyway
|
|
if (!(line->flags & ML_TWOSIDED))
|
|
return false;
|
|
|
|
// crosses a two sided line
|
|
// no wall to block sight with?
|
|
if ((front = seg->frontsector)->floorheight ==
|
|
(back = seg->backsector)->floorheight &&
|
|
front->ceilingheight == back->ceilingheight)
|
|
continue;
|
|
|
|
// possible occluder
|
|
// because of ceiling height differences
|
|
popentop = front->ceilingheight < back->ceilingheight ?
|
|
front->ceilingheight : back->ceilingheight ;
|
|
|
|
// because of floor height differences
|
|
popenbottom = front->floorheight > back->floorheight ?
|
|
front->floorheight : back->floorheight ;
|
|
|
|
// quick test for totally closed doors
|
|
if (popenbottom >= popentop)
|
|
return false;
|
|
|
|
frac = P_InterceptVector2(&los->strace, &divl);
|
|
|
|
if (front->floorheight != back->floorheight)
|
|
{
|
|
fixed_t slope = FixedDiv(popenbottom - los->sightzstart , frac);
|
|
if (slope > los->bottomslope)
|
|
los->bottomslope = slope;
|
|
}
|
|
|
|
if (front->ceilingheight != back->ceilingheight)
|
|
{
|
|
fixed_t slope = FixedDiv(popentop - los->sightzstart , frac);
|
|
if (slope < los->topslope)
|
|
los->topslope = slope;
|
|
}
|
|
|
|
if (los->topslope <= los->bottomslope)
|
|
return false;
|
|
}
|
|
|
|
// passed the subsector ok
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_CrossBSPNode
|
|
// Returns true
|
|
// if strace crosses the given node successfully.
|
|
//
|
|
// killough 4/20/98: rewritten to remove tail recursion, clean up, and optimize
|
|
|
|
static boolean P_CrossBSPNode(INT32 bspnum, register los_t *los)
|
|
{
|
|
while (!(bspnum & NF_SUBSECTOR))
|
|
{
|
|
register node_t *bsp = nodes + bspnum;
|
|
INT32 side = P_DivlineSide(los->strace.x,los->strace.y,(divline_t *)bsp)&1;
|
|
if (side == P_DivlineSide(los->t2x, los->t2y, (divline_t *) bsp))
|
|
bspnum = bsp->children[side]; // doesn't touch the other side
|
|
else // the partition plane is crossed here
|
|
{
|
|
if (!P_CrossBSPNode(bsp->children[side], los))
|
|
return 0; // cross the starting side
|
|
else
|
|
bspnum = bsp->children[side^1]; // cross the ending side
|
|
}
|
|
}
|
|
return
|
|
P_CrossSubsector((bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR), los);
|
|
}
|
|
|
|
//
|
|
// P_CheckSight
|
|
//
|
|
// Returns true if a straight line between t1 and t2 is unobstructed.
|
|
// Uses REJECT.
|
|
//
|
|
boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
|
|
{
|
|
const sector_t *s1, *s2;
|
|
size_t pnum;
|
|
los_t los;
|
|
|
|
// First check for trivial rejection.
|
|
if (!t1 || !t2)
|
|
return false;
|
|
|
|
I_Assert(!P_MobjWasRemoved(t1));
|
|
I_Assert(!P_MobjWasRemoved(t2));
|
|
|
|
if (!t1->subsector || !t2->subsector
|
|
|| !t1->subsector->sector || !t2->subsector->sector)
|
|
return false;
|
|
|
|
s1 = t1->subsector->sector;
|
|
s2 = t2->subsector->sector;
|
|
pnum = (s1-sectors)*numsectors + (s2-sectors);
|
|
|
|
if (rejectmatrix != NULL)
|
|
{
|
|
// Check in REJECT table.
|
|
if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
|
|
return false;
|
|
}
|
|
|
|
// killough 11/98: shortcut for melee situations
|
|
// same subsector? obviously visible
|
|
#ifndef POLYOBJECTS
|
|
if (t1->subsector == t2->subsector)
|
|
return true;
|
|
#else
|
|
// haleyjd 02/23/06: can't do this if there are polyobjects in the subsec
|
|
if (!t1->subsector->polyList &&
|
|
t1->subsector == t2->subsector)
|
|
return true;
|
|
#endif
|
|
|
|
// An unobstructed LOS is possible.
|
|
// Now look from eyes of t1 to any part of t2.
|
|
sightcounts[1]++;
|
|
|
|
validcount++;
|
|
|
|
los.topslope =
|
|
(los.bottomslope = t2->z - (los.sightzstart =
|
|
t1->z + t1->height -
|
|
(t1->height>>2))) + t2->height;
|
|
los.strace.dx = (los.t2x = t2->x) - (los.strace.x = t1->x);
|
|
los.strace.dy = (los.t2y = t2->y) - (los.strace.y = t1->y);
|
|
|
|
if (t1->x > t2->x)
|
|
los.bbox[BOXRIGHT] = t1->x, los.bbox[BOXLEFT] = t2->x;
|
|
else
|
|
los.bbox[BOXRIGHT] = t2->x, los.bbox[BOXLEFT] = t1->x;
|
|
|
|
if (t1->y > t2->y)
|
|
los.bbox[BOXTOP] = t1->y, los.bbox[BOXBOTTOM] = t2->y;
|
|
else
|
|
los.bbox[BOXTOP] = t2->y, los.bbox[BOXBOTTOM] = t1->y;
|
|
|
|
// Prevent SOME cases of looking through 3dfloors
|
|
//
|
|
// This WILL NOT work for things like 3d stairs with monsters behind
|
|
// them - they will still see you! TODO: Fix.
|
|
//
|
|
if (s1 == s2) // Both sectors are the same.
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = s1->ffloors; rover; rover = rover->next)
|
|
{
|
|
// Allow sight through water, fog, etc.
|
|
/// \todo Improve by checking fog density/translucency
|
|
/// and setting a sight limit.
|
|
if (!(rover->flags & FF_EXISTS)
|
|
|| !(rover->flags & FF_RENDERPLANES) || rover->flags & FF_TRANSLUCENT)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Check for blocking floors here.
|
|
if ((los.sightzstart < *rover->bottomheight && t2->z >= *rover->topheight)
|
|
|| (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->bottomheight))
|
|
{
|
|
// no way to see through that
|
|
return false;
|
|
}
|
|
|
|
if (rover->flags & FF_SOLID)
|
|
continue; // shortcut since neither mobj can be inside the 3dfloor
|
|
|
|
if (!(rover->flags & FF_INVERTPLANES))
|
|
{
|
|
if (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->topheight)
|
|
return false; // blocked by upper outside plane
|
|
|
|
if (los.sightzstart < *rover->bottomheight && t2->z >= *rover->bottomheight)
|
|
return false; // blocked by lower outside plane
|
|
}
|
|
|
|
if (rover->flags & FF_INVERTPLANES || rover->flags & FF_BOTHPLANES)
|
|
{
|
|
if (los.sightzstart < *rover->topheight && t2->z >= *rover->topheight)
|
|
return false; // blocked by upper inside plane
|
|
|
|
if (los.sightzstart >= *rover->bottomheight && t2->z + t2->height < *rover->bottomheight)
|
|
return false; // blocked by lower inside plane
|
|
}
|
|
}
|
|
}
|
|
|
|
// the head node is the last node output
|
|
return P_CrossBSPNode((INT32)numnodes - 1, &los);
|
|
}
|