Fixed: RGF_KILLED was not part of the mask.

- Greatly optimized DoRadiusGive by putting actor flag checking first ahead of pointer, classname and species checking.
This commit is contained in:
Major Cooke 2016-08-09 16:09:24 -05:00 committed by Christoph Oelckers
parent ec14dd94a7
commit 7ffccd0009

View file

@ -5888,24 +5888,64 @@ enum RadiusGiveFlags
RGF_OBJECTS | RGF_OBJECTS |
RGF_VOODOO | RGF_VOODOO |
RGF_CORPSES | RGF_CORPSES |
RGF_KILLED |
RGF_MISSILES | RGF_MISSILES |
RGF_ITEMS, RGF_ITEMS,
}; };
static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist) static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
{ {
// [MC] We only want to make an exception for missiles here. Nothing else.
bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE); bool doPass = false;
// Always allow self to give, no matter what other flags are specified. Otherwise, not at all.
if (thing == self) if (thing == self)
{ {
if (!(flags & RGF_GIVESELF)) if (!(flags & RGF_GIVESELF))
return false; return false;
doPass = true;
} }
else if (thing->flags & MF_MISSILE) else if (thing->flags & MF_MISSILE)
{ {
if (!missilePass) if (!(flags & RGF_MISSILES))
return false; return false;
doPass = true;
} }
else if (((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))) ||
((flags & RGF_MISSILES) && thing->flags & MF_MISSILE) ||
((flags & RGF_CORPSES) && thing->flags & MF_CORPSE) ||
((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED))
{
doPass = true;
}
else if ((flags & (RGF_MONSTERS | RGF_OBJECTS | RGF_PLAYERS | RGF_VOODOO)))
{
// Make sure it's alive as we're not looking for corpses or killed here.
if (!doPass && thing->health > 0)
{
if (thing->player != nullptr)
{
if (((flags & RGF_PLAYERS) && (thing->player->mo == thing)) ||
((flags & RGF_VOODOO) && (thing->player->mo != thing)))
{
doPass = true;
}
}
else
{
if (((flags & RGF_MONSTERS) && (thing->flags3 & MF3_ISMONSTER)) ||
((flags & RGF_OBJECTS) && (!(thing->flags3 & MF3_ISMONSTER)) &&
(thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)))
{
doPass = true;
}
}
}
}
// Nothing matched up so don't bother with the rest.
if (!doPass)
return false;
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s). //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)), bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES)); speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
@ -5916,13 +5956,14 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false; return false;
} }
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER))) if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
{ {
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
if ((thing == self->target) && (flags & RGF_NOTARGET)) if ((thing == self->target) && (flags & RGF_NOTARGET))
targetPass = false; targetPass = false;
if ((thing == self->master) && (flags & RGF_NOMASTER)) if ((thing == self->master) && (flags & RGF_NOMASTER))
@ -5937,33 +5978,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
return false; return false;
} }
//Next, actor flag checking. if (doPass)
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
//Self calls priority over the rest of this.
if (!selfPass)
{
//If it's specifically a monster/object/player/voodoo... Can be either or...
if (monsterPass || objectPass || playerPass || voodooPass)
{
//...and is dead, without desire to give to the dead...
if (((thing->health <= 0) && !(corpsePass || killedPass)))
{
//Skip!
return false;
}
}
}
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
{ {
DVector3 diff = self->Vec3To(thing); DVector3 diff = self->Vec3To(thing);