- added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.

This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
This commit is contained in:
Christoph Oelckers 2016-04-12 19:44:12 +02:00
parent e1a683b9ec
commit 3f0ed5d252
4 changed files with 43 additions and 2 deletions

View file

@ -804,6 +804,12 @@ public:
return bloodcls;
}
double Distance2DSquared(AActor *other, bool absolute = false)
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return (Pos().XY() - otherpos).LengthSquared();
}
double Distance2D(AActor *other, bool absolute = false)
{
DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);

View file

@ -53,6 +53,7 @@ struct Baggage;
class FScanner;
struct FActorInfo;
class FArchive;
class FIntCVar;
// Sprites that are fixed in position because they can have special meanings.
enum
@ -259,6 +260,7 @@ public:
DDropItem *DropItems;
FString SourceLumpName;
FIntCVar *distancecheck;
// Old Decorate compatibility stuff
bool DontHurtShooter;

View file

@ -1246,9 +1246,20 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
// Handle all things in sector.
for (thing = sec->thinglist; thing; thing = thing->snext)
{
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = thing->Distance2DSquared(camera);
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
}
// find fake level
for(int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
rover = frontsector->e->XFloor.ffloors[i];
for(auto rover : frontsector->e->XFloor.ffloors)
{
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
if(!fakefloor)

View file

@ -1523,6 +1523,28 @@ DEFINE_PROPERTY(riplevelmax, I, Actor)
defaults->RipLevelMax = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(distancecheck, S, Actor)
{
PROP_STRING_PARM(cvar, 0);
FBaseCVar *scratch;
FBaseCVar *cv = FindCVar(cvar, &scratch);
if (cv == NULL)
{
I_Error("CVar %s not defined", cvar);
}
else if (cv->GetRealType() == CVAR_Int)
{
static_cast<PClassActor*>(info)->distancecheck = static_cast<FIntCVar *>(cv);
}
else
{
I_Error("CVar %s must of type Int", cvar);
}
}
//==========================================================================
//
// Special inventory properties