/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * LineOfSight/Visibility checks, uses REJECT Lookup Table. * *-----------------------------------------------------------------------------*/ #include "doomstat.h" #include "r_main.h" #include "p_maputl.h" #include "p_setup.h" #include "m_bbox.h" #include "rockmacros.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]; fixed_t maxz,minz; // cph - z optimisations for 2sided lines } los_t; static los_t los; // cph - made static // // P_DivlineSide // Returns side 0 (front), 1 (back), or 2 (on). // // killough 4/19/98: made static, cleaned up inline static int P_DivlineSide(fixed_t x, fixed_t y, const divline_t *node) { fixed_t left, right; return !node->dx ? x == node->x ? 2 : x <= node->x ? node->dy > 0 : node->dy < 0 : !node->dy ? x == node->y ? 2 : y <= node->y ? node->dx < 0 : node->dx > 0 : (right = ((y - node->y) >> FRACBITS) * (node->dx >> FRACBITS)) < (left = ((x - node->x) >> FRACBITS) * (node->dy >> FRACBITS)) ? 0 : right == left ? 2 : 1; } // // P_InterceptVector2 // Returns the fractional intercept point // along the first divline. // // killough 4/19/98: made static, cleaned up static fixed_t P_InterceptVector2(const divline_t *v2, const divline_t *v1) { fixed_t den; return (den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy)) ? FixedDiv(FixedMul((v1->x - v2->x)>>8, v1->dy) + FixedMul((v2->y - v1->y)>>8, v1->dx), den) : 0; } // // P_CrossSubsector // Returns true // if strace crosses the given subsector successfully. // // killough 4/19/98: made static and cleaned up static boolean P_CrossSubsector(int num) { seg_t *seg = segs + subsectors[num].firstline; int count; fixed_t opentop = 0, openbottom = 0; const sector_t *front = NULL, *back = NULL; #ifdef RANGECHECK if (num >= numsubsectors) I_Error("P_CrossSubsector: ss %i with numss = %i", num, numsubsectors); #endif for (count = subsectors[num].numlines; --count >= 0; seg++) { // check lines line_t *line = seg->linedef; divline_t divl; if(!line) // figgi -- skip minisegs continue; // allready checked other side? if (line->validcount == validcount) continue; line->validcount = validcount; /* OPTIMIZE: killough 4/20/98: Added quick bounding-box rejection test * cph - this is causing demo desyncs on original Doom demos. * Who knows why. Exclude test for those. */ if (!demo_compatibility) 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; // cph - do what we can before forced to check intersection if (line->flags & ML_TWOSIDED) { // 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 opentop = front->ceilingheight < back->ceilingheight ? front->ceilingheight : back->ceilingheight ; // because of floor height differences openbottom = front->floorheight > back->floorheight ? front->floorheight : back->floorheight ; // cph - reject if does not intrude in the z-space of the possible LOS if ((opentop >= los.maxz) && (openbottom <= los.minz)) continue; } { // Forget this line if it doesn't cross the line of sight const vertex_t *v1,*v2; v1 = line->v1; v2 = line->v2; 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; } // cph - if bottom >= top or top < minz or bottom > maxz then it must be // solid wrt this LOS if (!(line->flags & ML_TWOSIDED) || (openbottom >= opentop) || (opentop < los.minz) || (openbottom > los.maxz)) return false; { // crosses a two sided line fixed_t frac = P_InterceptVector2(&los.strace, &divl); if (front->floorheight != back->floorheight) { fixed_t slope = FixedDiv(openbottom - los.sightzstart , frac); if (slope > los.bottomslope) los.bottomslope = slope; } if (front->ceilingheight != back->ceilingheight) { fixed_t slope = FixedDiv(opentop - los.sightzstart , frac); if (slope < los.topslope) los.topslope = slope; } if (los.topslope <= los.bottomslope) return false; // stop } } // 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 // cph - Made to use R_PointOnSide instead of P_DivlineSide, since the latter // could return 2 which was ambigous, and the former is // better optimised; also removes two casts :-) static boolean P_CrossBSPNode_LxDoom(int bspnum) { while (!(bspnum & NF_SUBSECTOR)) { register const node_t *bsp = nodes + bspnum; int side,side2; side = R_PointOnSide(los.strace.x, los.strace.y, bsp); side2 = R_PointOnSide(los.t2x, los.t2y, bsp); if (side == side2) bspnum = bsp->children[side]; // doesn't touch the other side else // the partition plane is crossed here if (!P_CrossBSPNode_LxDoom(bsp->children[side])) 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); } static boolean P_CrossBSPNode_PrBoom(int bspnum) { while (!(bspnum & NF_SUBSECTOR)) { register const node_t *bsp = nodes + bspnum; int side,side2; side = P_DivlineSide(los.strace.x,los.strace.y,(divline_t *)bsp)&1; side2= P_DivlineSide(los.t2x, los.t2y, (divline_t *) bsp); if (side == side2) bspnum = bsp->children[side]; // doesn't touch the other side else // the partition plane is crossed here if (!P_CrossBSPNode_PrBoom(bsp->children[side])) 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); } /* proff - Moved the compatibility check outside the functions * this gives a slight speedup */ static boolean P_CrossBSPNode(int bspnum) { /* cph - LxDoom used some R_* funcs here */ if (compatibility_level == lxdoom_1_compatibility) return P_CrossBSPNode_LxDoom(bspnum); else return P_CrossBSPNode_PrBoom(bspnum); } // // P_CheckSight // Returns true // if a straight line between t1 and t2 is unobstructed. // Uses REJECT. // // killough 4/20/98: cleaned up, made to use new LOS struct boolean P_CheckSight(mobj_t *t1, mobj_t *t2) { const sector_t *s1 = t1->subsector->sector; const sector_t *s2 = t2->subsector->sector; int pnum = (s1-sectors)*numsectors + (s2-sectors); // First check for trivial rejection. // Determine subsector entries in REJECT table. // // Check in REJECT table. if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected return false; // killough 4/19/98: make fake floors and ceilings block monster view if ((s1->heightsec != -1 && ((t1->z + t1->height <= sectors[s1->heightsec].floorheight && t2->z >= sectors[s1->heightsec].floorheight) || (t1->z >= sectors[s1->heightsec].ceilingheight && t2->z + t1->height <= sectors[s1->heightsec].ceilingheight))) || (s2->heightsec != -1 && ((t2->z + t2->height <= sectors[s2->heightsec].floorheight && t1->z >= sectors[s2->heightsec].floorheight) || (t2->z >= sectors[s2->heightsec].ceilingheight && t1->z + t2->height <= sectors[s2->heightsec].ceilingheight)))) return false; /* killough 11/98: shortcut for melee situations * same subsector? obviously visible * cph - compatibility optioned for demo sync, cf HR06-UV.LMP */ if ((t1->subsector == t2->subsector) && (compatibility_level >= mbf_compatibility)) return true; // An unobstructed LOS is possible. // Now look from eyes of t1 to any part of t2. 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; /* cph - calculate min and max z of the potential line of sight * For old demos, we disable this optimisation by setting them to * the extremes */ switch (compatibility_level) { case lxdoom_1_compatibility: if (los.sightzstart < t2->z) { los.maxz = t2->z + t2->height; los.minz = los.sightzstart; } else if (los.sightzstart > t2->z + t2->height) { los.maxz = los.sightzstart; los.minz = t2->z; } else { los.maxz = t2->z + t2->height; los.minz = t2->z; } break; default: los.maxz = INT_MAX; los.minz = INT_MIN; } // the head node is the last node output return P_CrossBSPNode(numnodes-1); }