// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_sight.c /// \brief Line of sight/visibility checks, uses REJECT lookup table #include "doomdef.h" #include "doomstat.h" #include "p_local.h" #include "r_main.h" #include "r_state.h" // // P_CheckSight // // killough 4/19/98: // Convert LOS info to struct for reentrancy and efficiency of data locality typedef struct { fixed_t sightzstart, t2x, t2y; // eye z of looker divline_t strace; // from t1 to t2 fixed_t topslope, bottomslope; // slopes to top and bottom of target fixed_t bbox[4]; } los_t; static INT32 sightcounts[2]; // // P_DivlineSide // // Returns side 0 (front), 1 (back), or 2 (on). // static INT32 P_DivlineSide(fixed_t x, fixed_t y, divline_t *node) { fixed_t dx, dy, left, right; if (!node->dx) { if (x == node->x) return 2; if (x <= node->x) return (node->dy > 0); return (node->dy < 0); } if (!node->dy) { if (y == node->y) return 2; if (y <= node->y) return (node->dx < 0); return (node->dx > 0); } dx = x - node->x; dy = y - node->y; left = (node->dy>>FRACBITS) * (dx>>FRACBITS); right = (dy>>FRACBITS) * (node->dx>>FRACBITS); if (right < left) return 0; // front side if (left == right) return 2; return 1; // back side } // // P_InterceptVector2 // // Returns the fractional intercept point along the first divline. // This is only called by the addthings and addlines traversers. // static fixed_t P_InterceptVector2(divline_t *v2, divline_t *v1) { fixed_t frac, num, den; den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy); if (!den) return 0; num = FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx); frac = FixedDiv(num, den); return frac; } #ifdef POLYOBJECTS static boolean P_CrossSubsecPolyObj(polyobj_t *po, register los_t *los) { size_t i; for (i = 0; i < po->numLines; ++i) { line_t *line = po->lines[i]; divline_t divl; const vertex_t *v1,*v2; // already checked other side? if (line->validcount == validcount) continue; line->validcount = validcount; // OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] || line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] || line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] || line->bbox[BOXTOP] < los->bbox[BOXBOTTOM]) continue; v1 = line->v1; v2 = line->v2; // line isn't crossed? if (P_DivlineSide(v1->x, v1->y, &los->strace) == P_DivlineSide(v2->x, v2->y, &los->strace)) continue; divl.dx = v2->x - (divl.x = v1->x); divl.dy = v2->y - (divl.y = v1->y); // line isn't crossed? if (P_DivlineSide(los->strace.x, los->strace.y, &divl) == P_DivlineSide(los->t2x, los->t2y, &divl)) continue; // stop because it is not two sided return false; } return true; } #endif // // P_CrossSubsector // // Returns true if strace crosses the given subsector successfully. // static boolean P_CrossSubsector(size_t num, register los_t *los) { seg_t *seg; INT32 count; #ifdef POLYOBJECTS polyobj_t *po; // haleyjd 02/23/06 #endif #ifdef RANGECHECK if (num >= numsubsectors) I_Error("P_CrossSubsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors)); #endif // haleyjd 02/23/06: this assignment should be after the above check seg = segs + subsectors[num].firstline; #ifdef POLYOBJECTS // haleyjd 02/23/06: check polyobject lines if ((po = subsectors[num].polyList)) { while (po) { if (po->validcount != validcount) { po->validcount = validcount; if (!P_CrossSubsecPolyObj(po, los)) return false; } po = (polyobj_t *)(po->link.next); } } #endif for (count = subsectors[num].numlines; --count >= 0; seg++) // check lines { line_t *line = seg->linedef; divline_t divl; fixed_t popentop, popenbottom; const sector_t *front, *back; const vertex_t *v1,*v2; fixed_t frac; // already checked other side? if (line->validcount == validcount) continue; line->validcount = validcount; // OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test if (line->bbox[BOXLEFT ] > los->bbox[BOXRIGHT ] || line->bbox[BOXRIGHT ] < los->bbox[BOXLEFT ] || line->bbox[BOXBOTTOM] > los->bbox[BOXTOP ] || line->bbox[BOXTOP] < los->bbox[BOXBOTTOM]) continue; v1 = line->v1; v2 = line->v2; // line isn't crossed? if (P_DivlineSide(v1->x, v1->y, &los->strace) == P_DivlineSide(v2->x, v2->y, &los->strace)) continue; divl.dx = v2->x - (divl.x = v1->x); divl.dy = v2->y - (divl.y = v1->y); // line isn't crossed? if (P_DivlineSide(los->strace.x, los->strace.y, &divl) == P_DivlineSide(los->t2x, los->t2y, &divl)) continue; // stop because it is not two sided anyway if (!(line->flags & ML_TWOSIDED)) return false; // crosses a two sided line // no wall to block sight with? if ((front = seg->frontsector)->floorheight == (back = seg->backsector)->floorheight && front->ceilingheight == back->ceilingheight) continue; // possible occluder // because of ceiling height differences popentop = front->ceilingheight < back->ceilingheight ? front->ceilingheight : back->ceilingheight ; // because of floor height differences popenbottom = front->floorheight > back->floorheight ? front->floorheight : back->floorheight ; // quick test for totally closed doors if (popenbottom >= popentop) return false; frac = P_InterceptVector2(&los->strace, &divl); if (front->floorheight != back->floorheight) { fixed_t slope = FixedDiv(popenbottom - los->sightzstart , frac); if (slope > los->bottomslope) los->bottomslope = slope; } if (front->ceilingheight != back->ceilingheight) { fixed_t slope = FixedDiv(popentop - los->sightzstart , frac); if (slope < los->topslope) los->topslope = slope; } if (los->topslope <= los->bottomslope) return false; } // passed the subsector ok return true; } // // P_CrossBSPNode // Returns true // if strace crosses the given node successfully. // // killough 4/20/98: rewritten to remove tail recursion, clean up, and optimize static boolean P_CrossBSPNode(INT32 bspnum, register los_t *los) { while (!(bspnum & NF_SUBSECTOR)) { register node_t *bsp = nodes + bspnum; INT32 side = P_DivlineSide(los->strace.x,los->strace.y,(divline_t *)bsp)&1; if (side == P_DivlineSide(los->t2x, los->t2y, (divline_t *) bsp)) bspnum = bsp->children[side]; // doesn't touch the other side else // the partition plane is crossed here { if (!P_CrossBSPNode(bsp->children[side], los)) return 0; // cross the starting side else bspnum = bsp->children[side^1]; // cross the ending side } } return P_CrossSubsector((bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR), los); } // // P_CheckSight // // Returns true if a straight line between t1 and t2 is unobstructed. // Uses REJECT. // boolean P_CheckSight(mobj_t *t1, mobj_t *t2) { const sector_t *s1, *s2; size_t pnum; los_t los; // First check for trivial rejection. if (!t1 || !t2) return false; I_Assert(!P_MobjWasRemoved(t1)); I_Assert(!P_MobjWasRemoved(t2)); if (!t1->subsector || !t2->subsector || !t1->subsector->sector || !t2->subsector->sector) return false; s1 = t1->subsector->sector; s2 = t2->subsector->sector; pnum = (s1-sectors)*numsectors + (s2-sectors); if (rejectmatrix != NULL) { // Check in REJECT table. if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected return false; } // killough 11/98: shortcut for melee situations // same subsector? obviously visible #ifndef POLYOBJECTS if (t1->subsector == t2->subsector) return true; #else // haleyjd 02/23/06: can't do this if there are polyobjects in the subsec if (!t1->subsector->polyList && t1->subsector == t2->subsector) return true; #endif // An unobstructed LOS is possible. // Now look from eyes of t1 to any part of t2. sightcounts[1]++; validcount++; los.topslope = (los.bottomslope = t2->z - (los.sightzstart = t1->z + t1->height - (t1->height>>2))) + t2->height; los.strace.dx = (los.t2x = t2->x) - (los.strace.x = t1->x); los.strace.dy = (los.t2y = t2->y) - (los.strace.y = t1->y); if (t1->x > t2->x) los.bbox[BOXRIGHT] = t1->x, los.bbox[BOXLEFT] = t2->x; else los.bbox[BOXRIGHT] = t2->x, los.bbox[BOXLEFT] = t1->x; if (t1->y > t2->y) los.bbox[BOXTOP] = t1->y, los.bbox[BOXBOTTOM] = t2->y; else los.bbox[BOXTOP] = t2->y, los.bbox[BOXBOTTOM] = t1->y; // Prevent SOME cases of looking through 3dfloors // // This WILL NOT work for things like 3d stairs with monsters behind // them - they will still see you! TODO: Fix. // if (s1 == s2) // Both sectors are the same. { ffloor_t *rover; for (rover = s1->ffloors; rover; rover = rover->next) { // Allow sight through water, fog, etc. /// \todo Improve by checking fog density/translucency /// and setting a sight limit. if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || rover->flags & FF_TRANSLUCENT) { continue; } // Check for blocking floors here. if ((los.sightzstart < *rover->bottomheight && t2->z >= *rover->topheight) || (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->bottomheight)) { // no way to see through that return false; } if (rover->flags & FF_SOLID) continue; // shortcut since neither mobj can be inside the 3dfloor if (!(rover->flags & FF_INVERTPLANES)) { if (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->topheight) return false; // blocked by upper outside plane if (los.sightzstart < *rover->bottomheight && t2->z >= *rover->bottomheight) return false; // blocked by lower outside plane } if (rover->flags & FF_INVERTPLANES || rover->flags & FF_BOTHPLANES) { if (los.sightzstart < *rover->topheight && t2->z >= *rover->topheight) return false; // blocked by upper inside plane if (los.sightzstart >= *rover->bottomheight && t2->z + t2->height < *rover->bottomheight) return false; // blocked by lower inside plane } } } // the head node is the last node output return P_CrossBSPNode((INT32)numnodes - 1, &los); }