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+/* 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);
+}