mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
cf11cbdb30
SVN r4 (trunk)
566 lines
13 KiB
C++
566 lines
13 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"
|
|
|
|
// 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
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
static fixed_t sightzstart; // eye z of looker
|
|
static fixed_t topslope, bottomslope; // slopes to top and bottom of target
|
|
static int SeePastBlockEverything, SeePastShootableLines;
|
|
|
|
// Performance meters
|
|
static int sightcounts[6];
|
|
static cycle_t SightCycles;
|
|
static cycle_t MaxSightCycles;
|
|
|
|
static bool P_SightTraverseIntercepts ();
|
|
|
|
/*
|
|
==============
|
|
=
|
|
= PTR_SightTraverse
|
|
=
|
|
==============
|
|
*/
|
|
|
|
static bool PTR_SightTraverse (intercept_t *in)
|
|
{
|
|
line_t *li;
|
|
fixed_t slope;
|
|
|
|
li = in->d.line;
|
|
|
|
//
|
|
// crosses a two sided line
|
|
//
|
|
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
|
|
if (openrange <= 0) // quick test for totally closed doors
|
|
return false; // stop
|
|
|
|
// check bottom
|
|
slope = FixedDiv (openbottom - sightzstart, in->frac);
|
|
if (slope > bottomslope)
|
|
bottomslope = slope;
|
|
|
|
// check top
|
|
slope = FixedDiv (opentop - sightzstart, in->frac);
|
|
if (slope < topslope)
|
|
topslope = slope;
|
|
|
|
if (topslope <= bottomslope)
|
|
return false; // stop
|
|
|
|
return true; // keep going
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= P_SightCheckLine
|
|
=
|
|
===================
|
|
*/
|
|
|
|
static bool 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;
|
|
}
|
|
if (SeePastShootableLines &&
|
|
(GET_SPAC(ld->flags) != SPAC_IMPACT ||
|
|
(ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)) ||
|
|
(ld->args[1] != 0 && ld->args[1] != level.levelnum))
|
|
{
|
|
// Pretend the other side is invisible if this is not an impact line
|
|
// or it does not run 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.
|
|
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
|
|
=
|
|
===================
|
|
*/
|
|
|
|
static bool P_SightBlockLinesIterator (int x, int y)
|
|
{
|
|
int offset;
|
|
int *list;
|
|
|
|
polyblock_t *polyLink;
|
|
seg_t **segList;
|
|
int i;
|
|
extern polyblock_t **PolyBlockMap;
|
|
|
|
offset = y*bmapwidth+x;
|
|
|
|
polyLink = PolyBlockMap[offset];
|
|
while (polyLink)
|
|
{
|
|
if (polyLink->polyobj)
|
|
{ // only check non-empty links
|
|
if (polyLink->polyobj->validcount != validcount)
|
|
{
|
|
polyLink->polyobj->validcount = validcount;
|
|
segList = polyLink->polyobj->segs;
|
|
for (i = 0; i < polyLink->polyobj->numsegs; i++, segList++)
|
|
{
|
|
if (!P_SightCheckLine ((*segList)->linedef))
|
|
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
|
|
====================
|
|
*/
|
|
|
|
static bool P_SightTraverseIntercepts ()
|
|
{
|
|
size_t count;
|
|
fixed_t dist;
|
|
intercept_t *scan, *in;
|
|
unsigned int 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;
|
|
}
|
|
}
|
|
|
|
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
|
|
==================
|
|
*/
|
|
|
|
static bool P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
|
|
{
|
|
fixed_t xt1,yt1,xt2,yt2;
|
|
fixed_t xstep,ystep;
|
|
fixed_t partialx, partialy;
|
|
fixed_t xintercept, yintercept;
|
|
int mapx, mapy, mapxstep, mapystep;
|
|
int count;
|
|
|
|
validcount++;
|
|
intercepts.Clear ();
|
|
|
|
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)
|
|
{
|
|
clock (SightCycles);
|
|
|
|
bool res;
|
|
|
|
#ifdef _DEBUG
|
|
assert (t1 != NULL);
|
|
assert (t2 != NULL);
|
|
#else
|
|
if (t1 == NULL || t2 == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
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->RenderStyle == STYLE_None ||
|
|
(t2->RenderStyle >= STYLE_Translucent && t2->alpha == 0) ||
|
|
(t2->renderflags & RF_INVISIBLE)))
|
|
{ // 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->heightsec && !(s1->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
((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->heightsec && !(s2->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
((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++;
|
|
|
|
sightzstart = t1->z + t1->height - (t1->height>>2);
|
|
bottomslope = t2->z - sightzstart;
|
|
topslope = bottomslope + t2->height;
|
|
|
|
SeePastBlockEverything = flags & 6;
|
|
SeePastShootableLines = flags & 4;
|
|
res = P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
|
|
SeePastBlockEverything = 0;
|
|
SeePastShootableLines = 0;
|
|
|
|
done:
|
|
unclock (SightCycles);
|
|
return res;
|
|
}
|
|
|
|
ADD_STAT (sight, out)
|
|
{
|
|
sprintf (out, "%04.1f ms (%04.1f max), %5d %2d%4d%4d%4d%4d\n",
|
|
(double)SightCycles * 1000 * SecondsPerCycle,
|
|
(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));
|
|
}
|