ugfx/demos/3rdparty/doom/p_sight.c
inmarket 39adfff2a9 demo - DOOM the game.
Runs but not quite functional yet (requires user input to be completed).
Shareware WAD file. Please read README.txt and DOOMLIC.txt
2013-12-24 01:00:14 +10:00

350 lines
7.0 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// LineOfSight/Visibility checks, uses REJECT Lookup Table.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_sight.c,v 1.3 1997/01/28 22:08:28 b1 Exp $";
#include "doomdef.h"
#include "i_system.h"
#include "p_local.h"
// State.
#include "r_state.h"
//
// P_CheckSight
//
fixed_t sightzstart; // eye z of looker
fixed_t topslope;
fixed_t bottomslope; // slopes to top and bottom of target
divline_t strace; // from t1 to t2
fixed_t t2x;
fixed_t t2y;
int sightcounts[2];
//
// P_DivlineSide
// Returns side 0 (front), 1 (back), or 2 (on).
//
int
P_DivlineSide
( fixed_t x,
fixed_t y,
divline_t* node )
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t 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 (x==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.
//
fixed_t
P_InterceptVector2
( divline_t* v2,
divline_t* v1 )
{
fixed_t frac;
fixed_t num;
fixed_t den;
den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
if (den == 0)
return 0;
// I_Error ("P_InterceptVector: parallel");
num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) +
FixedMul ( (v2->y - v1->y)>>8 , v1->dx);
frac = FixedDiv (num , den);
return frac;
}
//
// P_CrossSubsector
// Returns true
// if strace crosses the given subsector successfully.
//
boolean P_CrossSubsector (int num)
{
seg_t* seg;
line_t* line;
int s1;
int s2;
int count;
subsector_t* sub;
sector_t* front;
sector_t* back;
fixed_t opentop;
fixed_t openbottom;
divline_t divl;
vertex_t* v1;
vertex_t* v2;
fixed_t frac;
fixed_t slope;
#ifdef RANGECHECK
if (num>=numsubsectors)
I_Error ("P_CrossSubsector: ss %i with numss = %i",
num,
numsubsectors);
#endif
sub = &subsectors[num];
// check lines
count = sub->numlines;
seg = &segs[sub->firstline];
for ( ; count ; seg++, count--)
{
line = seg->linedef;
// allready checked other side?
if (line->validcount == validcount)
continue;
line->validcount = validcount;
v1 = line->v1;
v2 = line->v2;
s1 = P_DivlineSide (v1->x,v1->y, &strace);
s2 = P_DivlineSide (v2->x, v2->y, &strace);
// line isn't crossed?
if (s1 == s2)
continue;
divl.x = v1->x;
divl.y = v1->y;
divl.dx = v2->x - v1->x;
divl.dy = v2->y - v1->y;
s1 = P_DivlineSide (strace.x, strace.y, &divl);
s2 = P_DivlineSide (t2x, t2y, &divl);
// line isn't crossed?
if (s1 == s2)
continue;
// stop because it is not two sided anyway
// might do this after updating validcount?
if ( !(line->flags & ML_TWOSIDED) )
return false;
// crosses a two sided line
front = seg->frontsector;
back = seg->backsector;
// no wall to block sight with?
if (front->floorheight == back->floorheight
&& front->ceilingheight == back->ceilingheight)
continue;
// possible occluder
// because of ceiling height differences
if (front->ceilingheight < back->ceilingheight)
opentop = front->ceilingheight;
else
opentop = back->ceilingheight;
// because of ceiling height differences
if (front->floorheight > back->floorheight)
openbottom = front->floorheight;
else
openbottom = back->floorheight;
// quick test for totally closed doors
if (openbottom >= opentop)
return false; // stop
frac = P_InterceptVector2 (&strace, &divl);
if (front->floorheight != back->floorheight)
{
slope = FixedDiv (openbottom - sightzstart , frac);
if (slope > bottomslope)
bottomslope = slope;
}
if (front->ceilingheight != back->ceilingheight)
{
slope = FixedDiv (opentop - sightzstart , frac);
if (slope < topslope)
topslope = slope;
}
if (topslope <= bottomslope)
return false; // stop
}
// passed the subsector ok
return true;
}
//
// P_CrossBSPNode
// Returns true
// if strace crosses the given node successfully.
//
boolean P_CrossBSPNode (int bspnum)
{
node_t* bsp;
int side;
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
return P_CrossSubsector (0);
else
return P_CrossSubsector (bspnum&(~NF_SUBSECTOR));
}
bsp = &nodes[bspnum];
// decide which side the start point is on
side = P_DivlineSide (strace.x, strace.y, (divline_t *)bsp);
if (side == 2)
side = 0; // an "on" should cross both sides
// cross the starting side
if (!P_CrossBSPNode (bsp->children[side]) )
return false;
// the partition plane is crossed here
if (side == P_DivlineSide (t2x, t2y,(divline_t *)bsp))
{
// the line doesn't touch the other side
return true;
}
// cross the ending side
return P_CrossBSPNode (bsp->children[side^1]);
}
//
// 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 )
{
int s1;
int s2;
int pnum;
int bytenum;
int bitnum;
// First check for trivial rejection.
// Determine subsector entries in REJECT table.
s1 = (t1->subsector->sector - sectors);
s2 = (t2->subsector->sector - sectors);
pnum = s1*numsectors + s2;
bytenum = pnum>>3;
bitnum = 1 << (pnum&7);
// Check in REJECT table.
if (rejectmatrix[bytenum]&bitnum)
{
sightcounts[0]++;
// can't possibly be connected
return false;
}
// An unobstructed LOS is possible.
// Now look from eyes of t1 to any part of t2.
sightcounts[1]++;
validcount++;
sightzstart = t1->z + t1->height - (t1->height>>2);
topslope = (t2->z+t2->height) - sightzstart;
bottomslope = (t2->z) - sightzstart;
strace.x = t1->x;
strace.y = t1->y;
t2x = t2->x;
t2y = t2->y;
strace.dx = t2->x - t1->x;
strace.dy = t2->y - t1->y;
// the head node is the last node output
return P_CrossBSPNode (numnodes-1);
}