- removed obsolete code from a_bossbrain.cpp.

- fixed: divisions wasted one register for each operation due to a double allocation.
- changed math operations to use less registers. There was a well-intended change to allocate the destination first, but the better approach is to first allocate the operands and free then before allocating the destination register.
This commit is contained in:
Christoph Oelckers 2016-11-03 14:23:29 +01:00
parent 8305005125
commit 995f01f8aa
2 changed files with 6 additions and 156 deletions

View file

@ -78,153 +78,3 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
return 0;
}
static void SpawnFly(AActor *self, PClassActor *spawntype, FSoundID sound)
{
AActor *newmobj;
AActor *fog;
AActor *eye = self->master; // The eye is the spawnshot's master, not the target!
AActor *targ = self->target; // Unlike other projectiles, the target is the intended destination.
int r;
// [GZ] Should be more viable than a countdown...
if (self->special2 != 0)
{
if (self->special2 > level.maptime)
return; // still flying
}
else
{
if (self->reactiontime == 0 || --self->reactiontime != 0)
return; // still flying
}
if (spawntype != NULL)
{
fog = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE);
if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM);
}
FName SpawnName;
DDropItem *di; // di will be our drop item list iterator
DDropItem *drop; // while drop stays as the reference point.
int n = 0;
// First see if this cube has its own actor list
drop = self->GetDropItems();
// If not, then default back to its master's list
if (drop == NULL && eye != NULL)
drop = eye->GetDropItems();
if (drop != NULL)
{
for (di = drop; di != NULL; di = di->Next)
{
if (di->Name != NAME_None)
{
if (di->Amount < 0)
{
di->Amount = 1; // default value is -1, we need a positive value.
}
n += di->Amount; // this is how we can weight the list.
}
}
di = drop;
n = pr_spawnfly(n);
while (n >= 0)
{
if (di->Name != NAME_None)
{
n -= di->Amount; // logically, none of the -1 values have survived by now.
}
if ((di->Next != NULL) && (n >= 0))
{
di = di->Next;
}
else
{
n = -1;
}
}
SpawnName = di->Name;
}
if (SpawnName == NAME_None)
{
// Randomly select monster to spawn.
r = pr_spawnfly ();
// Probability distribution (kind of :),
// decreasing likelihood.
if (r < 50) SpawnName = "DoomImp";
else if (r < 90) SpawnName = "Demon";
else if (r < 120) SpawnName = "Spectre";
else if (r < 130) SpawnName = "PainElemental";
else if (r < 160) SpawnName = "Cacodemon";
else if (r < 162) SpawnName = "Archvile";
else if (r < 172) SpawnName = "Revenant";
else if (r < 192) SpawnName = "Arachnotron";
else if (r < 222) SpawnName = "Fatso";
else if (r < 246) SpawnName = "HellKnight";
else SpawnName = "BaronOfHell";
}
spawntype = PClass::FindActor(SpawnName);
if (spawntype != NULL)
{
newmobj = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE);
if (newmobj != NULL)
{
// Make the new monster hate what the boss eye hates
if (eye != NULL)
{
newmobj->CopyFriendliness (eye, false);
}
// Make it act as if it was around when the player first made noise
// (if the player has made noise).
newmobj->LastHeard = newmobj->Sector->SoundTarget;
if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true, NULL))
{
newmobj->SetState (newmobj->SeeState);
}
if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
{
// telefrag anything in this spot
P_TeleportMove (newmobj, newmobj->Pos(), true);
}
newmobj->flags4 |= MF4_BOSSSPAWNED;
}
}
// remove self (i.e., cube).
self->Destroy ();
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_DEF(spawntype, AActor);
FSoundID sound;
if (spawntype != NULL)
{
sound = GetDefaultByType(spawntype)->SeeSound;
}
else
{
spawntype = PClass::FindActor("SpawnFire");
sound = "brain/spawn";
}
SpawnFly(self, spawntype, sound);
return 0;
}
// travelling cube sound
DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
SpawnFly(self, PClass::FindActor("SpawnFire"), "brain/spawn");
return 0;
}

View file

@ -2563,8 +2563,6 @@ FxExpression *FxAddSub::Resolve(FCompileContext& ctx)
ExpEmit FxAddSub::Emit(VMFunctionBuilder *build)
{
assert(Operator == '+' || Operator == '-');
// allocate the result first so that the operation does not leave gaps in the register set.
ExpEmit to(build, ValueType->GetRegType(), ValueType->GetRegCount());
ExpEmit op1 = left->Emit(build);
ExpEmit op2 = right->Emit(build);
if (Operator == '+')
@ -2577,6 +2575,7 @@ ExpEmit FxAddSub::Emit(VMFunctionBuilder *build)
assert(!op1.Konst);
op1.Free(build);
op2.Free(build);
ExpEmit to(build, ValueType->GetRegType(), ValueType->GetRegCount());
if (IsVector())
{
assert(op1.RegType == REGT_FLOAT && op2.RegType == REGT_FLOAT);
@ -2608,6 +2607,7 @@ ExpEmit FxAddSub::Emit(VMFunctionBuilder *build)
assert(!op1.Konst || !op2.Konst);
op1.Free(build);
op2.Free(build);
ExpEmit to(build, ValueType->GetRegType(), ValueType->GetRegCount());
if (IsVector())
{
assert(op1.RegType == REGT_FLOAT && op2.RegType == REGT_FLOAT);
@ -2720,7 +2720,6 @@ FxExpression *FxMulDiv::Resolve(FCompileContext& ctx)
ExpEmit FxMulDiv::Emit(VMFunctionBuilder *build)
{
// allocate the result first so that the operation does not leave gaps in the register set.
ExpEmit to(build, ValueType->GetRegType(), ValueType->GetRegCount());
ExpEmit op1 = left->Emit(build);
ExpEmit op2 = right->Emit(build);
@ -2740,9 +2739,10 @@ ExpEmit FxMulDiv::Emit(VMFunctionBuilder *build)
{
op = Operator == '*' ? (ValueType == TypeVector2 ? OP_MULVF2_RR : OP_MULVF3_RR) : (ValueType == TypeVector2 ? OP_DIVVF2_RR : OP_DIVVF3_RR);
}
build->Emit(op, to.RegNum, op1.RegNum, op2.RegNum);
op1.Free(build);
op2.Free(build);
ExpEmit to(build, ValueType->GetRegType(), ValueType->GetRegCount());
build->Emit(op, to.RegNum, op1.RegNum, op2.RegNum);
return to;
}
@ -2756,6 +2756,7 @@ ExpEmit FxMulDiv::Emit(VMFunctionBuilder *build)
assert(!op1.Konst);
op1.Free(build);
op2.Free(build);
ExpEmit to(build, ValueType->GetRegType());
if (ValueType->GetRegType() == REGT_FLOAT)
{
assert(op1.RegType == REGT_FLOAT && op2.RegType == REGT_FLOAT);
@ -2777,10 +2778,10 @@ ExpEmit FxMulDiv::Emit(VMFunctionBuilder *build)
assert(Operator == '%' || Operator == '/');
op1.Free(build);
op2.Free(build);
ExpEmit to(build, ValueType->GetRegType());
if (ValueType->GetRegType() == REGT_FLOAT)
{
assert(op1.RegType == REGT_FLOAT && op2.RegType == REGT_FLOAT);
ExpEmit to(build, REGT_FLOAT);
build->Emit(Operator == '/' ? (op1.Konst ? OP_DIVF_KR : op2.Konst ? OP_DIVF_RK : OP_DIVF_RR)
: (op1.Konst ? OP_MODF_KR : op2.Konst ? OP_MODF_RK : OP_MODF_RR),
to.RegNum, op1.RegNum, op2.RegNum);
@ -2790,7 +2791,6 @@ ExpEmit FxMulDiv::Emit(VMFunctionBuilder *build)
{
assert(ValueType->GetRegType() == REGT_INT);
assert(op1.RegType == REGT_INT && op2.RegType == REGT_INT);
ExpEmit to(build, REGT_INT);
build->Emit(Operator == '/' ? (op1.Konst ? OP_DIV_KR : op2.Konst ? OP_DIV_RK : OP_DIV_RR)
: (op1.Konst ? OP_MOD_KR : op2.Konst ? OP_MOD_RK : OP_MOD_RR),
to.RegNum, op1.RegNum, op2.RegNum);