SRB2/src/p_sight.c
Monster Iestyn a7a7a7ee6d Added P_LoadReject function to properly check if REJECT lump is valid or not when loading it, so P_CheckSight can avoid accessing it if not.
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. =)
2016-06-11 18:45:56 +01:00

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);
}