//************************************************************************** //** //** 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 #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" // 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 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 SeePastBlockEverything, SeePastShootableLines; 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; SeePastBlockEverything = flags & 6; SeePastShootableLines = flags & 4; 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 // 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 #ifdef _3DFLOORS // now handle 3D-floors if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size()) { int frontflag; frontflag = P_PointOnLineSide(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;je->XFloor.ffloors.Size();j++) { F3DFloor* rover=s->e->XFloor.ffloors[j]; if((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) 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 (lowslopebottomslope) 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;ke->XFloor.ffloors.Size();k++) { F3DFloor* rover2=sb->e->XFloor.ffloors[k]; if((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) 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 && bottomzbacksector : 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; #endif 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_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace) == P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace)) { return true; // line isn't crossed } P_MakeDivline (ld, &dl); if (P_PointOnDivlineSide (trace.x, trace.y, &dl) == P_PointOnDivlineSide (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)) return false; // stop checking // [RH] don't see past block everything lines if (ld->flags & ML_BLOCKEVERYTHING) { if (!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 (!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; 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->numlines; i++) { if (!P_SightCheckLine (polyLink->polyobj->lines[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; } } #ifdef _3DFLOORS 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;ie->XFloor.ffloors.Size();i++) { F3DFloor* rover = lastsector->e->XFloor.ffloors[i]; if((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) 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 && topze->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; } } #endif 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; 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 = (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 = (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 & 1) == 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 ((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)); }