gzdoom/code/P_sight.c
1999-02-17 00:00:00 +00:00

431 lines
9.3 KiB
C

// 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 ; scan<intercept_p ; scan++)
{
P_MakeDivline (scan->d.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 ; scan<intercept_p ; scan++)
if (scan->frac < 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);
}