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p_sight.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// 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.
//
//------------------------------------------------------------------------------
// E-Mail: jimmyvalavanis@yahoo.gr
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit p_sight;
interface
uses
m_fixed,
p_mobj_h;
//==============================================================================
//
// P_CheckSight
//
//==============================================================================
function P_CheckSight(t1: Pmobj_t; t2: Pmobj_t): boolean;
//==============================================================================
//
// P_CheckCameraSight
//
//==============================================================================
function P_CheckCameraSight(camx, camy, camz: fixed_t; mo: Pmobj_t): boolean;
var
bottomslope: fixed_t; // slopes to top and bottom of target
topslope: fixed_t;
implementation
uses
d_fpc,
doomdata,
p_local,
p_setup,
p_map,
r_defs,
r_main;
//
// P_CheckSight
//
var
sightzstart: fixed_t; // eye z of looker
strace: divline_t; // from t1 to t2
t2x: fixed_t;
t2y: fixed_t;
//==============================================================================
//
// P_DivlineSide
// Returns side 0 (front), 1 (back), or 2 (on).
//
//==============================================================================
function P_DivlineSide(const x, y: fixed_t; const node: Pdivline_t): integer;
var
dx: fixed_t;
dy: fixed_t;
left: fixed_t;
right: fixed_t;
begin
if node.dx = 0 then
begin
if x = node.x then
begin
result := 2;
exit;
end;
if x <= node.x then
begin
if node.dy > 0 then
result := 1
else
result := 0;
exit;
end;
if node.dy < 0 then
result := 1
else
result := 0;
exit;
end;
if node.dy = 0 then
begin
if x = node.y then
begin
result := 2;
exit;
end;
if y <= node.y then
begin
if node.dx < 0 then
result := 1
else
result := 0;
exit;
end;
if node.dx > 0 then
result := 1
else
result := 0;
exit;
end;
dx := (x - node.x);
dy := (y - node.y);
left := FixedInt(node.dy) * FixedInt(dx);
right := FixedInt(dy) * FixedInt(node.dx);
if right < left then
begin
result := 0; // front side
exit;
end;
if left = right then
result := 2
else
result := 1; // back side
end;
//==============================================================================
//
// P_InterceptVector2
// Returns the fractional intercept point
// along the first divline.
// This is only called by the addthings and addlines traversers.
//
//==============================================================================
function P_InterceptVector2(v2, v1: Pdivline_t): fixed_t;
var
num: fixed_t;
den: fixed_t;
begin
den := FixedMul8(v1.dy, v2.dx) - FixedMul8(v1.dx, v2.dy);
if den = 0 then
begin
result := 0;
exit;
// I_Error ("P_InterceptVector: parallel");
end;
num := FixedMul8(v1.x - v2.x, v1.dy) +
FixedMul8(v2.y - v1.y, v1.dx);
result := FixedDiv(num, den);
end;
//==============================================================================
//
// P_CrossSubsector
// Returns true
// if strace crosses the given subsector successfully.
//
//==============================================================================
function P_CrossSubsector(const num: integer): boolean;
var
seg: Pseg_t;
line: Pline_t;
s1: integer;
s2: integer;
i: integer;
sub: Psubsector_t;
front: Psector_t;
back: Psector_t;
opentop: fixed_t;
openbottom: fixed_t;
divl: divline_t;
v1: Pvertex_t;
v2: Pvertex_t;
frac: fixed_t;
slope: fixed_t;
begin
sub := @subsectors[num];
// check lines
seg := @segs[sub.firstline - 1];
for i := 0 to sub.numlines - 1 do
begin
inc(seg);
line := seg.linedef;
// allready checked other side?
if line.validcount = validcount then
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 then
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 then
continue;
// stop because it is not two sided anyway
// might do this after updating validcount?
if line.flags and ML_TWOSIDED = 0 then
begin
result := false;
exit;
end;
// crosses a two sided line
front := seg.frontsector;
back := seg.backsector;
// no wall to block sight with?
if (front.floorheight = back.floorheight) and
(front.ceilingheight = back.ceilingheight) then
continue;
// possible occluder
// because of ceiling height differences
if front.ceilingheight < back.ceilingheight then
opentop := front.ceilingheight + P_SectorJumpOverhead(front)
else
opentop := back.ceilingheight + P_SectorJumpOverhead(back);
// because of ceiling height differences
if front.floorheight > back.floorheight then
openbottom := front.floorheight
else
openbottom := back.floorheight;
// quick test for totally closed doors
if openbottom >= opentop then
begin
result := false; // stop
exit;
end;
frac := P_InterceptVector2(@strace, @divl);
if front.floorheight <> back.floorheight then
begin
slope := FixedDiv(openbottom - sightzstart, frac);
if slope > bottomslope then
bottomslope := slope;
end;
if front.ceilingheight <> back.ceilingheight then
begin
slope := FixedDiv(opentop - sightzstart, frac);
if slope < topslope then
topslope := slope;
end;
if topslope <= bottomslope then
begin
result := false; // stop
exit;
end;
end;
// passed the subsector ok
result := true;
end;
//==============================================================================
//
// P_CrossBSPNode
// Returns true
// if strace crosses the given node successfully.
//
//==============================================================================
function P_CrossBSPNode(bspnum: integer): boolean;
var
bsp: Pnode_t;
side: integer;
begin
if bspnum and NF_SUBSECTOR <> 0 then
begin
if bspnum = -1 then
result := P_CrossSubsector(0)
else
result := P_CrossSubsector(bspnum and not NF_SUBSECTOR);
exit;
end;
bsp := @nodes[bspnum];
// decide which side the start point is on
side := P_DivlineSide(strace.x, strace.y, Pdivline_t(bsp));
if side = 2 then
side := 0; // an "on" should cross both sides
// cross the starting side
if not P_CrossBSPNode(bsp.children[side]) then
begin
result := false;
exit;
end;
// the partition plane is crossed here
if side = P_DivlineSide(t2x, t2y, Pdivline_t(bsp)) then
begin
// the line doesn't touch the other side
result := true;
exit;
end;
// cross the ending side
result := P_CrossBSPNode(bsp.children[side xor 1]);
end;
//==============================================================================
//
// P_CheckSight
// Returns true
// if a straight line between t1 and t2 is unobstructed.
// Uses REJECT.
//
//==============================================================================
function P_CheckSight(t1: Pmobj_t; t2: Pmobj_t): boolean;
var
s1: integer;
s2: integer;
pnum: integer;
bytenum: integer;
bitnum: integer;
begin
// First check for trivial rejection.
// Determine subsector entries in REJECT table.
s1 := pDiff(Psubsector_t(t1.subsector).sector, @sectors[0], SizeOf(sector_t));
s2 := pDiff(Psubsector_t(t2.subsector).sector, @sectors[0], SizeOf(sector_t));
pnum := s1 * numsectors + s2;
bytenum := _SHR(pnum, 3);
bitnum := 1 shl (pnum and 7);
// Check in REJECT table.
if rejectmatrix[bytenum] and bitnum <> 0 then
begin
// can't possibly be connected
result := false;
exit;
end;
// An unobstructed LOS is possible.
// Now look from eyes of t1 to any part of t2.
inc(validcount);
sightzstart := t1.z + t1.height - _SHR2(t1.height);
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
result := P_CrossBSPNode(numnodes - 1);
end;
//==============================================================================
//
// P_CheckCameraSight
//
// JVAL: To determine if camera chase view can see the player
//
//==============================================================================
function P_CheckCameraSight(camx, camy, camz: fixed_t; mo: Pmobj_t): boolean;
begin
if mo = nil then
begin
result := false;
exit;
end;
// An unobstructed LOS is possible.
// Now look from eyes of t1 to any part of t2.
inc(validcount);
sightzstart := camz + mo.height - _SHR2(mo.height);
topslope := (mo.z + mo.height) - sightzstart;
bottomslope := mo.z - sightzstart;
strace.x := camx;
strace.y := camy;
t2x := mo.x;
t2y := mo.y;
strace.dx := mo.x - camx;
strace.dy := mo.y - camy;
// the head node is the last node output
result := P_CrossBSPNode(numnodes - 1);
end;
end.