gzdoom/src/p_sight.cpp
Christoph Oelckers 867b7767ef - ignore COMPAT_POINTONSIDE in a few places where the side effects of the old P_PointOn*Side functions are either not needed or problematic:
* the sight checking code needs to be as precise as possible and should not depend on some old semi-broken routines. (This is more a precision issue of these routines - P_PointOnDivlineSide removes the lower 8 bits of each value - than having an issue with returning the wrong side in some cases.)
 * for slope creations it is flat out wrong to use the old routines at all.
 * also ignore this in the modern (box-shaped) case of FPathTraverse::AddLineIntercepts. This functionality is new to ZDoom and therefore not subject to compatibility concerns.
 * the line-to-line teleporter. It seems the hideous fudging code was just there to work around the design issues of these functions, so let's better not ever call them here in the first place.
 * A_PainShootSkull: Its usage here does not depend on these issues.
 * P_ExplodeMissile: New code exclusive to ZDoom.
 * FPolyObj::CheckMobjBlocking

All occurences in p_map.cpp have been left alone although most of them probably won't need the compatibility option either.
2016-01-15 12:56:27 +01:00

747 lines
19 KiB
C++

//**************************************************************************
//**
//** p_sight.cpp : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_sight.c,v $
//** $Revision: 1.1 $
//** $Date: 95/05/11 00:22:50 $
//** $Author: bgokey $
//**
//**************************************************************************
#include <assert.h>
#include "doomdef.h"
#include "i_system.h"
#include "p_local.h"
#include "m_random.h"
#include "m_bbox.h"
#include "p_lnspec.h"
#include "g_level.h"
#include "po_man.h"
// State.
#include "r_state.h"
#include "stats.h"
static FRandom pr_botchecksight ("BotCheckSight");
static FRandom pr_checksight ("CheckSight");
/*
==============================================================================
P_CheckSight
This uses specialized forms of the maputils routines for optimized performance
==============================================================================
*/
// Performance meters
static int sightcounts[6];
static cycle_t SightCycles;
static cycle_t MaxSightCycles;
static TArray<intercept_t> intercepts (128);
class SightCheck
{
fixed_t sightzstart; // eye z of looker
const AActor * sightthing;
const AActor * seeingthing;
fixed_t lastztop; // z at last line
fixed_t lastzbottom; // z at last line
sector_t * lastsector; // last sector being entered by trace
fixed_t topslope, bottomslope; // slopes to top and bottom of target
int Flags;
divline_t trace;
int myseethrough;
bool PTR_SightTraverse (intercept_t *in);
bool P_SightCheckLine (line_t *ld);
bool P_SightBlockLinesIterator (int x, int y);
bool P_SightTraverseIntercepts ();
public:
bool P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
SightCheck(const AActor * t1, const AActor * t2, int flags)
{
lastztop = lastzbottom = sightzstart = t1->z + t1->height - (t1->height>>2);
lastsector = t1->Sector;
sightthing=t1;
seeingthing=t2;
bottomslope = t2->z - sightzstart;
topslope = bottomslope + t2->height;
Flags = flags;
myseethrough = FF_SEETHROUGH;
}
};
/*
==============
=
= PTR_SightTraverse
=
==============
*/
/*
static bool PTR_SightTraverse (intercept_t *in)
*/
bool SightCheck::PTR_SightTraverse (intercept_t *in)
{
line_t *li;
fixed_t slope;
FLineOpening open;
li = in->d.line;
//
// crosses a two sided line
//
// ignore self referencing sectors if COMPAT_TRACE is on
if ((i_compatflags & COMPATF_TRACE) && li->frontsector == li->backsector)
return true;
fixed_t trX=trace.x + FixedMul (trace.dx, in->frac);
fixed_t trY=trace.y + FixedMul (trace.dy, in->frac);
P_LineOpening (open, NULL, li, trX, trY);
if (open.range <= 0) // quick test for totally closed doors
return false; // stop
// check bottom
slope = FixedDiv (open.bottom - sightzstart, in->frac);
if (slope > bottomslope)
bottomslope = slope;
// check top
slope = FixedDiv (open.top - sightzstart, in->frac);
if (slope < topslope)
topslope = slope;
if (topslope <= bottomslope)
return false; // stop
// now handle 3D-floors
if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
{
int frontflag;
frontflag = P_PointOnLineSidePrecise(sightthing->x, sightthing->y, li);
//Check 3D FLOORS!
for(int i=1;i<=2;i++)
{
sector_t * s=i==1? li->frontsector:li->backsector;
fixed_t highslope, lowslope;
fixed_t topz= FixedMul (topslope, in->frac) + sightzstart;
fixed_t bottomz= FixedMul (bottomslope, in->frac) + sightzstart;
for(unsigned int j=0;j<s->e->XFloor.ffloors.Size();j++)
{
F3DFloor* rover=s->e->XFloor.ffloors[j];
if((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(trX, trY);
fixed_t ff_top=rover->top.plane->ZatPoint(trX, trY);
highslope = FixedDiv (ff_top - sightzstart, in->frac);
lowslope = FixedDiv (ff_bottom - sightzstart, in->frac);
if (highslope>=topslope)
{
// blocks completely
if (lowslope<=bottomslope) return false;
// blocks upper edge of view
if (lowslope<topslope) topslope=lowslope;
}
else if (lowslope<=bottomslope)
{
// blocks lower edge of view
if (highslope>bottomslope) bottomslope=highslope;
}
else
{
// the 3D-floor is inside the viewing cone but neither clips the top nor the bottom so by
// itself it can't be view blocking.
// However, if there's a 3D-floor on the other side that obstructs the same vertical range
// the 2 together will block sight.
sector_t * sb=i==2? li->frontsector:li->backsector;
for(unsigned int k=0;k<sb->e->XFloor.ffloors.Size();k++)
{
F3DFloor* rover2=sb->e->XFloor.ffloors[k];
if((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue;
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
fixed_t ffb_bottom=rover2->bottom.plane->ZatPoint(trX, trY);
fixed_t ffb_top=rover2->top.plane->ZatPoint(trX, trY);
if ( (ffb_bottom >= ff_bottom && ffb_bottom<=ff_top) ||
(ffb_top <= ff_top && ffb_top >= ff_bottom) ||
(ffb_top >= ff_top && ffb_bottom <= ff_bottom) ||
(ffb_top <= ff_top && ffb_bottom >= ff_bottom) )
{
return false;
}
}
}
// trace is leaving a sector with a 3d-floor
if (s==lastsector && frontflag==i-1)
{
// upper slope intersects with this 3d-floor
if (lastztop<=ff_bottom && topz>ff_top)
{
topslope=lowslope;
}
// lower slope intersects with this 3d-floor
if (lastzbottom>=ff_top && bottomz<ff_top)
{
bottomslope=highslope;
}
}
if (topslope <= bottomslope) return false; // stop
}
}
lastsector = frontflag==0 ? li->backsector : li->frontsector;
}
else lastsector=NULL; // don't need it if there are no 3D-floors
lastztop= FixedMul (topslope, in->frac) + sightzstart;
lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
return true; // keep going
}
/*
==================
=
= P_SightCheckLine
=
===================
*/
bool SightCheck::P_SightCheckLine (line_t *ld)
{
divline_t dl;
if (ld->validcount == validcount)
{
return true;
}
ld->validcount = validcount;
if (P_PointOnDivlineSidePrecise (ld->v1->x, ld->v1->y, &trace) ==
P_PointOnDivlineSidePrecise (ld->v2->x, ld->v2->y, &trace))
{
return true; // line isn't crossed
}
P_MakeDivline (ld, &dl);
if (P_PointOnDivlineSidePrecise (trace.x, trace.y, &dl) ==
P_PointOnDivlineSidePrecise (trace.x+trace.dx, trace.y+trace.dy, &dl))
{
return true; // line isn't crossed
}
// try to early out the check
if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
return false; // stop checking
// [RH] don't see past block everything lines
if (ld->flags & ML_BLOCKEVERYTHING)
{
if (!(Flags & SF_SEEPASTBLOCKEVERYTHING))
{
return false;
}
// Pretend the other side is invisible if this is not an impact line
// that runs a script on the current map. Used to prevent monsters
// from trying to attack through a block everything line unless
// there's a chance their attack will make it nonblocking.
if (!(Flags & SF_SEEPASTSHOOTABLELINES))
{
if (!(ld->activation & SPAC_Impact))
{
return false;
}
if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
{
return false;
}
if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
{
return false;
}
}
}
sightcounts[3]++;
// store the line for later intersection testing
intercept_t newintercept;
newintercept.isaline = true;
newintercept.d.line = ld;
intercepts.Push (newintercept);
return true;
}
/*
==================
=
= P_SightBlockLinesIterator
=
===================
*/
bool SightCheck::P_SightBlockLinesIterator (int x, int y)
{
int offset;
int *list;
polyblock_t *polyLink;
unsigned 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)
{
polyLink->polyobj->validcount = validcount;
for (i = 0; i < polyLink->polyobj->Linedefs.Size(); i++)
{
if (!P_SightCheckLine (polyLink->polyobj->Linedefs[i]))
return false;
}
}
}
polyLink = polyLink->next;
}
offset = *(blockmap + offset);
for (list = blockmaplump + offset + 1; *list != -1; list++)
{
if (!P_SightCheckLine (&lines[*list]))
return false;
}
return true; // everything was checked
}
/*
====================
=
= P_SightTraverseIntercepts
=
= Returns true if the traverser function returns true for all lines
====================
*/
bool SightCheck::P_SightTraverseIntercepts ()
{
unsigned count;
fixed_t dist;
intercept_t *scan, *in;
unsigned scanpos;
divline_t dl;
count = intercepts.Size ();
//
// calculate intercept distance
//
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
{
scan = &intercepts[scanpos];
P_MakeDivline (scan->d.line, &dl);
scan->frac = P_InterceptVector (&trace, &dl);
}
//
// go through in order
// [RH] Is it really necessary to go through in order? All we care about is if
// the trace is obstructed, not what specifically obstructed it.
//
in = NULL;
while (count--)
{
dist = FIXED_MAX;
for (scanpos = 0; scanpos < intercepts.Size (); scanpos++)
{
scan = &intercepts[scanpos];
if (scan->frac < dist)
{
dist = scan->frac;
in = scan;
}
}
if (in != NULL)
{
if (!PTR_SightTraverse (in))
return false; // don't bother going farther
in->frac = FIXED_MAX;
}
}
if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size())
{
// we must do one last check whether the trace has crossed a 3D floor in the last sector
fixed_t topz= topslope + sightzstart;
fixed_t bottomz= bottomslope + sightzstart;
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
{
F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue;
if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue;
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(seeingthing->x, seeingthing->y);
fixed_t ff_top=rover->top.plane->ZatPoint(seeingthing->x, seeingthing->y);
if (lastztop<=ff_bottom && topz>ff_bottom && lastzbottom<=ff_bottom && bottomz>ff_bottom) return false;
if (lastzbottom>=ff_top && bottomz<ff_top && lastztop>=ff_top && topz<ff_top) return false;
}
}
return true; // everything was traversed
}
/*
==================
=
= P_SightPathTraverse
=
= Traces a line from x1,y1 to x2,y2, calling the traverser function for each block
= Returns true if the traverser function returns true for all lines
==================
*/
bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
{
fixed_t xt1,yt1,xt2,yt2;
long long _x1,_y1,_x2,_y2;
fixed_t xstep,ystep;
fixed_t partialx, partialy;
fixed_t xintercept, yintercept;
int mapx, mapy, mapxstep, mapystep;
int count;
validcount++;
intercepts.Clear ();
// for FF_SEETHROUGH the following rule applies:
// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
for(unsigned int i=0;i<lastsector->e->XFloor.ffloors.Size();i++)
{
F3DFloor* rover = lastsector->e->XFloor.ffloors[i];
if(!(rover->flags & FF_EXISTS)) continue;
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sightthing->x, sightthing->y);
fixed_t ff_top=rover->top.plane->ZatPoint(sightthing->x, sightthing->y);
if (sightzstart < ff_top && sightzstart >= ff_bottom)
{
myseethrough = rover->flags & FF_SEETHROUGH;
break;
}
}
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 = (long long)x1 - bmaporgx;
_y1 = (long long)y1 - bmaporgy;
x1 -= bmaporgx;
y1 -= bmaporgy;
xt1 = int(_x1 >> MAPBLOCKSHIFT);
yt1 = int(_y1 >> MAPBLOCKSHIFT);
_x2 = (long long)x2 - bmaporgx;
_y2 = (long long)y2 - bmaporgy;
x2 -= bmaporgx;
y2 -= bmaporgy;
xt2 = int(_x2 >> MAPBLOCKSHIFT);
yt2 = int(_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;
partialx = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
ystep = FixedDiv (y2-y1,abs(x2-x1));
}
else if (xt2 < xt1)
{
mapxstep = -1;
partialx = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
ystep = FixedDiv (y2-y1,abs(x2-x1));
}
else
{
mapxstep = 0;
partialx = FRACUNIT;
ystep = 256*FRACUNIT;
}
yintercept = int(_y1>>MAPBTOFRAC) + FixedMul (partialx, ystep);
if (yt2 > yt1)
{
mapystep = 1;
partialy = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
xstep = FixedDiv (x2-x1,abs(y2-y1));
}
else if (yt2 < yt1)
{
mapystep = -1;
partialy = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
xstep = FixedDiv (x2-x1,abs(y2-y1));
}
else
{
mapystep = 0;
partialy = FRACUNIT;
xstep = 256*FRACUNIT;
}
xintercept = int(_x1>>MAPBTOFRAC) + FixedMul (partialy, xstep);
// [RH] Fix for traces that pass only through blockmap corners. In that case,
// xintercept and yintercept can both be set ahead of mapx and mapy, so the
// for loop would never advance anywhere.
if (abs(xstep) == FRACUNIT && abs(ystep) == FRACUNIT)
{
if (ystep < 0)
{
partialx = FRACUNIT - partialx;
}
if (xstep < 0)
{
partialy = FRACUNIT - partialy;
}
if (partialx == partialy)
{
xintercept = xt1 << FRACBITS;
yintercept = yt1 << FRACBITS;
}
}
//
// 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 < 100 ; count++)
{
if (!P_SightBlockLinesIterator (mapx, mapy))
{
sightcounts[1]++;
return false; // early out
}
if ((mapxstep | mapystep) == 0)
break;
switch ((((yintercept >> FRACBITS) == mapy) << 1) | ((xintercept >> FRACBITS) == mapx))
{
case 0: // neither xintercept nor yintercept match!
sightcounts[5]++;
// Continuing won't make things any better, so we might as well stop right here
count = 100;
break;
case 1: // xintercept matches
xintercept += xstep;
mapy += mapystep;
if (mapy == yt2)
mapystep = 0;
break;
case 2: // yintercept matches
yintercept += ystep;
mapx += mapxstep;
if (mapx == xt2)
mapxstep = 0;
break;
case 3: // xintercept and yintercept both match
sightcounts[4]++;
// The trace is exiting a block through its corner. Not only does the block
// being entered need to be checked (which will happen when this loop
// continues), but the other two blocks adjacent to the corner also need to
// be checked.
if (!P_SightBlockLinesIterator (mapx + mapxstep, mapy) ||
!P_SightBlockLinesIterator (mapx, mapy + mapystep))
{
sightcounts[1]++;
return false;
}
xintercept += xstep;
yintercept += ystep;
mapx += mapxstep;
mapy += mapystep;
if (mapx == xt2)
mapxstep = 0;
if (mapy == yt2)
mapystep = 0;
break;
}
}
//
// 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
=
= killough 4/20/98: cleaned up, made to use new LOS struct
=
=====================
*/
bool P_CheckSight (const AActor *t1, const AActor *t2, int flags)
{
SightCycles.Clock();
bool res;
assert (t1 != NULL);
assert (t2 != NULL);
if (t1 == NULL || t2 == NULL)
{
return false;
}
const sector_t *s1 = t1->Sector;
const sector_t *s2 = t2->Sector;
int pnum = int(s1 - sectors) * numsectors + int(s2 - sectors);
//
// check for trivial rejection
//
if (rejectmatrix != NULL &&
(rejectmatrix[pnum>>3] & (1 << (pnum & 7))))
{
sightcounts[0]++;
res = false; // can't possibly be connected
goto done;
}
//
// check precisely
//
// [RH] Andy Baker's stealth monsters:
// Cannot see an invisible object
if ((flags & SF_IGNOREVISIBILITY) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->alpha)))
{ // small chance of an attack being made anyway
if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50)
{
res = false;
goto done;
}
}
// killough 4/19/98: make fake floors and ceilings block monster view
if (!(flags & SF_IGNOREWATERBOUNDARY))
{
if ((s1->GetHeightSec() &&
((t1->z + t1->height <= s1->heightsec->floorplane.ZatPoint (t1->x, t1->y) &&
t2->z >= s1->heightsec->floorplane.ZatPoint (t2->x, t2->y)) ||
(t1->z >= s1->heightsec->ceilingplane.ZatPoint (t1->x, t1->y) &&
t2->z + t1->height <= s1->heightsec->ceilingplane.ZatPoint (t2->x, t2->y))))
||
(s2->GetHeightSec() &&
((t2->z + t2->height <= s2->heightsec->floorplane.ZatPoint (t2->x, t2->y) &&
t1->z >= s2->heightsec->floorplane.ZatPoint (t1->x, t1->y)) ||
(t2->z >= s2->heightsec->ceilingplane.ZatPoint (t2->x, t2->y) &&
t1->z + t2->height <= s2->heightsec->ceilingplane.ZatPoint (t1->x, t1->y)))))
{
res = false;
goto done;
}
}
// An unobstructed LOS is possible.
// Now look from eyes of t1 to any part of t2.
validcount++;
{
SightCheck s(t1, t2, flags);
res = s.P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
}
done:
SightCycles.Unclock();
return res;
}
ADD_STAT (sight)
{
FString out;
out.Format ("%04.1f ms (%04.1f max), %5d %2d%4d%4d%4d%4d\n",
SightCycles.TimeMS(), MaxSightCycles.TimeMS(),
sightcounts[3], sightcounts[0], sightcounts[1], sightcounts[2], sightcounts[4], sightcounts[5]);
return out;
}
void P_ResetSightCounters (bool full)
{
if (full)
{
MaxSightCycles.Reset();
}
if (SightCycles.Time() > MaxSightCycles.Time())
{
MaxSightCycles = SightCycles;
}
SightCycles.Reset();
memset (sightcounts, 0, sizeof(sightcounts));
}