mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
cf11cbdb30
SVN r4 (trunk)
566 lines
13 KiB
C++
566 lines
13 KiB
C++
//**************************************************************************
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//**
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//** p_sight.cpp : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: p_sight.c,v $
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//** $Revision: 1.1 $
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//** $Date: 95/05/11 00:22:50 $
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//** $Author: bgokey $
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//**
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//**************************************************************************
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#include <assert.h>
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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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#include "p_lnspec.h"
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// State.
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#include "r_state.h"
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#include "stats.h"
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static FRandom pr_botchecksight ("BotCheckSight");
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static FRandom pr_checksight ("CheckSight");
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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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static fixed_t sightzstart; // eye z of looker
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static fixed_t topslope, bottomslope; // slopes to top and bottom of target
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static int SeePastBlockEverything, SeePastShootableLines;
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// Performance meters
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static int sightcounts[6];
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static cycle_t SightCycles;
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static cycle_t MaxSightCycles;
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static bool P_SightTraverseIntercepts ();
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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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static 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, trace.x + FixedMul (trace.dx, in->frac),
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trace.y + FixedMul (trace.dy, in->frac));
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if (openrange <= 0) // quick test for totally closed doors
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return false; // stop
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// check bottom
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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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// check top
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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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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_SightCheckLine
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=
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===================
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*/
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static bool P_SightCheckLine (line_t *ld)
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{
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divline_t dl;
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if (ld->validcount == validcount)
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{
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return true;
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}
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ld->validcount = validcount;
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if (P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace) ==
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P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace))
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{
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return true; // line isn't crossed
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}
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P_MakeDivline (ld, &dl);
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if (P_PointOnDivlineSide (trace.x, trace.y, &dl) ==
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P_PointOnDivlineSide (trace.x+trace.dx, trace.y+trace.dy, &dl))
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{
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return true; // line isn't crossed
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}
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// try to early out the check
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if (!ld->backsector || !(ld->flags & ML_TWOSIDED))
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return false; // stop checking
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// [RH] don't see past block everything lines
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if (ld->flags & ML_BLOCKEVERYTHING)
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{
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if (!SeePastBlockEverything)
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{
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return false;
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}
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if (SeePastShootableLines &&
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(GET_SPAC(ld->flags) != SPAC_IMPACT ||
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(ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)) ||
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(ld->args[1] != 0 && ld->args[1] != level.levelnum))
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{
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// Pretend the other side is invisible if this is not an impact line
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// or it does not run a script on the current map. Used to prevent
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// monsters from trying to attack through a block everything line
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// unless there's a chance their attack will make it nonblocking.
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return false;
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}
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}
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sightcounts[3]++;
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// store the line for later intersection testing
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intercept_t newintercept;
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newintercept.isaline = true;
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newintercept.d.line = ld;
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intercepts.Push (newintercept);
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return true;
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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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static 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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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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polyLink->polyobj->validcount = validcount;
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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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if (!P_SightCheckLine ((*segList)->linedef))
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return false;
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}
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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 + 1; *list != -1; list++)
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{
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if (!P_SightCheckLine (&lines[*list]))
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return false;
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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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static bool P_SightTraverseIntercepts ()
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{
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size_t count;
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fixed_t dist;
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intercept_t *scan, *in;
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unsigned int scanpos;
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divline_t dl;
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count = intercepts.Size ();
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//
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// calculate intercept distance
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//
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for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
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{
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scan = &intercepts[scanpos];
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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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// [RH] Is it really necessary to go through in order? All we care about is if
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// the trace is obstructed, not what specifically obstructed it.
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//
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in = NULL;
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while (count--)
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{
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dist = FIXED_MAX;
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for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
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{
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scan = &intercepts[scanpos];
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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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}
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if (in != NULL)
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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 = FIXED_MAX;
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}
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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 block
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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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static 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 partialx, partialy;
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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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intercepts.Clear ();
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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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partialx = 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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partialx = (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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partialx = FRACUNIT;
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ystep = 256*FRACUNIT;
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}
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yintercept = (y1>>MAPBTOFRAC) + FixedMul (partialx, ystep);
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if (yt2 > yt1)
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{
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mapystep = 1;
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partialy = 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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partialy = (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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partialy = FRACUNIT;
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xstep = 256*FRACUNIT;
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}
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xintercept = (x1>>MAPBTOFRAC) + FixedMul (partialy, xstep);
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// [RH] Fix for traces that pass only through blockmap corners. In that case,
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// xintercept and yintercept can both be set ahead of mapx and mapy, so the
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// for loop would never advance anywhere.
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if (abs(xstep) == FRACUNIT && abs(ystep) == FRACUNIT)
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{
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if (ystep < 0)
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{
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partialx = FRACUNIT - partialx;
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}
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if (xstep < 0)
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{
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partialy = FRACUNIT - partialy;
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}
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if (partialx == partialy)
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{
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xintercept = xt1 << FRACBITS;
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yintercept = yt1 << FRACBITS;
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}
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}
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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 < 100 ; 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 | mapystep) == 0)
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break;
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switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == mapx))
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{
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case 0: // neither xintercept nor yintercept match!
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sightcounts[5]++;
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// Continuing won't make things any better, so we might as well stop right here
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count = 100;
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break;
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case 1: // xintercept matches
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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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break;
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case 2: // yintercept matches
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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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break;
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case 3: // xintercept and yintercept both match
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sightcounts[4]++;
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// The trace is exiting a block through its corner. Not only does the block
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// being entered need to be checked (which will happen when this loop
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// continues), but the other two blocks adjacent to the corner also need to
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// be checked.
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if (!P_SightBlockLinesIterator (mapx + mapxstep, mapy) ||
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!P_SightBlockLinesIterator (mapx, mapy + mapystep))
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{
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sightcounts[1]++;
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return false;
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}
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xintercept += xstep;
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yintercept += ystep;
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mapx += mapxstep;
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mapy += mapystep;
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if (mapx == xt2)
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mapxstep = 0;
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if (mapy == yt2)
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mapystep = 0;
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break;
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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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= killough 4/20/98: cleaned up, made to use new LOS struct
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=
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=====================
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*/
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bool P_CheckSight (const AActor *t1, const AActor *t2, int flags)
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{
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clock (SightCycles);
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bool res;
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#ifdef _DEBUG
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assert (t1 != NULL);
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assert (t2 != NULL);
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#else
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if (t1 == NULL || t2 == NULL)
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{
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return false;
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}
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#endif
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const sector_t *s1 = t1->Sector;
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const sector_t *s2 = t2->Sector;
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int pnum = int(s1 - sectors) * numsectors + int(s2 - sectors);
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//
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// check for trivial rejection
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//
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if (rejectmatrix != NULL &&
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(rejectmatrix[pnum>>3] & (1 << (pnum & 7))))
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{
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sightcounts[0]++;
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res = false; // can't possibly be connected
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goto done;
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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 ((flags & 1) == 0 &&
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(t2->RenderStyle == STYLE_None ||
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(t2->RenderStyle >= STYLE_Translucent && t2->alpha == 0) ||
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(t2->renderflags & RF_INVISIBLE)))
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{ // small chance of an attack being made anyway
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if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
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{
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res = false;
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goto done;
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}
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}
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// killough 4/19/98: make fake floors and ceilings block monster view
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if ((s1->heightsec && !(s1->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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((t1->z + t1->height <= s1->heightsec->floorplane.ZatPoint (t1->x, t1->y) &&
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t2->z >= s1->heightsec->floorplane.ZatPoint (t2->x, t2->y)) ||
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(t1->z >= s1->heightsec->ceilingplane.ZatPoint (t1->x, t1->y) &&
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t2->z + t1->height <= s1->heightsec->ceilingplane.ZatPoint (t2->x, t2->y))))
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||
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(s2->heightsec && !(s2->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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((t2->z + t2->height <= s2->heightsec->floorplane.ZatPoint (t2->x, t2->y) &&
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t1->z >= s2->heightsec->floorplane.ZatPoint (t1->x, t1->y)) ||
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(t2->z >= s2->heightsec->ceilingplane.ZatPoint (t2->x, t2->y) &&
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t1->z + t2->height <= s2->heightsec->ceilingplane.ZatPoint (t1->x, t1->y)))))
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{
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res = false;
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goto done;
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}
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// An unobstructed LOS is possible.
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// Now look from eyes of t1 to any part of t2.
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validcount++;
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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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SeePastBlockEverything = flags & 6;
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SeePastShootableLines = flags & 4;
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res = P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
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SeePastBlockEverything = 0;
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SeePastShootableLines = 0;
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done:
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unclock (SightCycles);
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return res;
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}
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ADD_STAT (sight, out)
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{
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sprintf (out, "%04.1f ms (%04.1f max), %5d %2d%4d%4d%4d%4d\n",
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(double)SightCycles * 1000 * SecondsPerCycle,
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(double)MaxSightCycles * 1000 * SecondsPerCycle,
|
|
sightcounts[3], sightcounts[0], sightcounts[1], sightcounts[2], sightcounts[4], sightcounts[5]);
|
|
}
|
|
|
|
void P_ResetSightCounters (bool full)
|
|
{
|
|
if (full)
|
|
{
|
|
MaxSightCycles = 0;
|
|
}
|
|
if (SightCycles > MaxSightCycles)
|
|
{
|
|
MaxSightCycles = SightCycles;
|
|
}
|
|
SightCycles = 0;
|
|
memset (sightcounts, 0, sizeof(sightcounts));
|
|
}
|