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