p_sight.c
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射击游戏
开发平台:
Visual 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);
- }