// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // LineOfSight/Visibility checks, uses REJECT Lookup Table. // [RH] Switched over to Hexen's p_sight.c // //----------------------------------------------------------------------------- #include "doomdef.h" #include "i_system.h" #include "p_local.h" #include "m_random.h" #include "m_bbox.h" // State. #include "r_state.h" /* ============================================================================== P_CheckSight This uses specialized forms of the maputils routines for optimized performance ============================================================================== */ fixed_t sightzstart; // eye z of looker fixed_t topslope, bottomslope; // slopes to top and bottom of target int sightcounts[3]; /* ============== = = PTR_SightTraverse = ============== */ BOOL PTR_SightTraverse (intercept_t *in) { line_t *li; fixed_t slope; li = in->d.line; // // crosses a two sided line // P_LineOpening (li); if (openbottom >= opentop) // quick test for totally closed doors return false; // stop if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv (openbottom - sightzstart , in->frac); if (slope > bottomslope) bottomslope = slope; } if (li->frontsector->ceilingheight != li->backsector->ceilingheight) { slope = FixedDiv (opentop - sightzstart , in->frac); if (slope < topslope) topslope = slope; } if (topslope <= bottomslope) return false; // stop return true; // keep going } /* ================== = = P_SightBlockLinesIterator = =================== */ BOOL P_SightBlockLinesIterator (int x, int y) { int offset; int *list; line_t *ld; int s1, s2; divline_t dl; polyblock_t *polyLink; seg_t **segList; 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) { segList = polyLink->polyobj->segs; for(i = 0; i < polyLink->polyobj->numsegs; i++, segList++) { ld = (*segList)->linedef; if(ld->validcount == validcount) { continue; } ld->validcount = validcount; s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace); s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace); if (s1 == s2) continue; // line isn't crossed P_MakeDivline (ld, &dl); s1 = P_PointOnDivlineSide (trace.x, trace.y, &dl); s2 = P_PointOnDivlineSide (trace.x+trace.dx, trace.y+trace.dy, &dl); if (s1 == s2) continue; // line isn't crossed // try to early out the check if (!ld->backsector) return false; // stop checking // store the line for later intersection testing intercept_p->d.line = ld; intercept_p++; } polyLink->polyobj->validcount = validcount; } } polyLink = polyLink->next; } offset = *(blockmap+offset); for (list = blockmaplump + offset; *list != -1; list++) { ld = &lines[*list]; if (ld->validcount == validcount) continue; // line has already been checked ld->validcount = validcount; s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace); s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace); if (s1 == s2) continue; // line isn't crossed P_MakeDivline (ld, &dl); s1 = P_PointOnDivlineSide (trace.x, trace.y, &dl); s2 = P_PointOnDivlineSide (trace.x+trace.dx, trace.y+trace.dy, &dl); if (s1 == s2) continue; // line isn't crossed // try to early out the check if (!ld->backsector) return false; // stop checking // store the line for later intersection testing intercept_p->d.line = ld; intercept_p++; } return true; // everything was checked } /* ==================== = = P_SightTraverseIntercepts = = Returns true if the traverser function returns true for all lines ==================== */ BOOL P_SightTraverseIntercepts ( void ) { int count; fixed_t dist; intercept_t *scan, *in; divline_t dl; count = intercept_p - intercepts; // // calculate intercept distance // for (scan = intercepts ; scand.line, &dl); scan->frac = P_InterceptVector (&trace, &dl); } // // go through in order // in = 0; // shut up compiler warning while (count--) { dist = MAXINT; for (scan = intercepts ; scanfrac < dist) { dist = scan->frac; in = scan; } if ( !PTR_SightTraverse (in) ) return false; // don't bother going farther in->frac = MAXINT; } return true; // everything was traversed } /* ================== = = P_SightPathTraverse = = Traces a line from x1,y1 to x2,y2, calling the traverser function for each = Returns true if the traverser function returns true for all lines ================== */ BOOL P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) { fixed_t xt1,yt1,xt2,yt2; fixed_t xstep,ystep; fixed_t partial; fixed_t xintercept, yintercept; int mapx, mapy, mapxstep, mapystep; int count; validcount++; intercept_p = intercepts; 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 -= bmaporgx; y1 -= bmaporgy; xt1 = x1>>MAPBLOCKSHIFT; yt1 = y1>>MAPBLOCKSHIFT; x2 -= bmaporgx; y2 -= bmaporgy; xt2 = x2>>MAPBLOCKSHIFT; yt2 = 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; partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1)); ystep = FixedDiv (y2-y1,abs(x2-x1)); } else if (xt2 < xt1) { mapxstep = -1; partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1); ystep = FixedDiv (y2-y1,abs(x2-x1)); } else { mapxstep = 0; partial = FRACUNIT; ystep = 256*FRACUNIT; } yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep); if (yt2 > yt1) { mapystep = 1; partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1)); xstep = FixedDiv (x2-x1,abs(y2-y1)); } else if (yt2 < yt1) { mapystep = -1; partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1); xstep = FixedDiv (x2-x1,abs(y2-y1)); } else { mapystep = 0; partial = FRACUNIT; xstep = 256*FRACUNIT; } xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep); // // 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 < 64 ; count++) { if (!P_SightBlockLinesIterator (mapx, mapy)) { sightcounts[1]++; return false; // early out } if (mapxstep == 0 && mapystep == 0) break; if ( (yintercept >> FRACBITS) == mapy) { yintercept += ystep; mapx += mapxstep; if (mapx == xt2) mapxstep = 0; } else if ( (xintercept >> FRACBITS) == mapx) { xintercept += xstep; mapy += mapystep; if (mapy == yt2) mapystep = 0; } } // // 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 = ===================== */ BOOL P_CheckSight (const mobj_t *t1, const mobj_t *t2, BOOL ignoreInvisibility) { const sector_t *s1 = t1->subsector->sector; const sector_t *s2 = t2->subsector->sector; int pnum = (s1 - sectors) * numsectors + (s2 - sectors); // // check for trivial rejection // if (rejectmatrix[pnum>>3] & (1 << (pnum & 7))) { sightcounts[0]++; return false; // can't possibly be connected } // // check precisely // // [RH] Andy Baker's stealth monsters: // Cannot see an invisible object if (!ignoreInvisibility && (t2->flags2 & MF2_DONTDRAW) && P_Random (pr_checksight) > 50) // <- small chance of an attack being made anyway return false; // killough 4/19/98: make fake floors and ceilings block monster view if ((s1->heightsec != -1 && ((t1->z + t1->height <= sectors[s1->heightsec].floorheight && t2->z >= sectors[s1->heightsec].floorheight) || (t1->z >= sectors[s1->heightsec].ceilingheight && t2->z + t1->height <= sectors[s1->heightsec].ceilingheight))) || (s2->heightsec != -1 && ((t2->z + t2->height <= sectors[s2->heightsec].floorheight && t1->z >= sectors[s2->heightsec].floorheight) || (t2->z >= sectors[s2->heightsec].ceilingheight && t1->z + t2->height <= sectors[s2->heightsec].ceilingheight)))) return false; sightzstart = t1->z + t1->height - (t1->height >> 2); bottomslope = (t2->z) - sightzstart; topslope = bottomslope + t2->height; return P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y); }