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Duke3d: optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors. # Conflicts: # source/duke3d/src/actors.cpp
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b15cc31a38
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1 changed files with 62 additions and 28 deletions
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@ -272,44 +272,52 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
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int16_t sectorList[MAXDAMAGESECTORS];
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uint8_t sectorMap[(MAXSECTORS+7)>>3];
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int16_t numSectors;
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bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
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int16_t numSectors, sectorList[MAXDAMAGESECTORS];
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uint8_t * const sectorMap = (uint8_t *)Balloca((numsectors+7)>>3);
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bfirst_search_init(sectorList, sectorMap, &numSectors, numsectors, pSprite->sectnum);
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#ifndef EDUKE32_STANDALONE
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// rockets from the Devastator skip propagating damage to other sectors
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if (!FURY && (pSprite->picnum == RPG && pSprite->xrepeat < 11))
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goto SKIPWALLCHECK;
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goto wallsfinished;
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#endif
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uint8_t *wallTouched;
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wallTouched = (uint8_t *)Balloca((numwalls+7)>>3);
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Bmemset(wallTouched, 0, (numwalls+7)>>3);
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uint8_t *wallCanSee;
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wallCanSee = (uint8_t *)Balloca((numwalls+7)>>3);
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Bmemset(wallCanSee, 0, (numwalls+7)>>3);
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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{
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int const sectorNum = sectorList[sectorCount];
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auto const &listSector = sector[sectorNum];
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vec2_t closest;
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if (getsectordist(pSprite->pos.vec2, sectorNum, &closest) >= blastRadius)
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continue;
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vec2_t closest = {};
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int32_t distance = INT32_MAX;
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int const startWall = listSector.wallptr;
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int const endWall = listSector.wallnum + startWall;
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int32_t floorZ, ceilZ;
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getzsofslope(sectorNum, closest.x, closest.y, &ceilZ, &floorZ);
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if (((ceilZ - pSprite->z) >> 8) < blastRadius)
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z - floorZ) >> 8) < blastRadius)
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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int w = startWall;
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for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; ++w, ++pWall)
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{
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if (getwalldist(pSprite->pos.vec2, w, &closest) >= blastRadius)
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continue;
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vec2_t p = pSprite->pos.vec2;
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int32_t walldist = blastRadius - 1;
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if (bitmap_test(wallTouched, w) == 0)
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walldist = getwalldist(p, w, &p);
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if (walldist < blastRadius)
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{
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if (walldist < distance)
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{
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distance = walldist;
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closest = p;
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}
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int16_t aSector = sectorNum;
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vec3_t vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1,
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@ -319,12 +327,24 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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if (aSector == -1)
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{
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vect.vec2 = closest;
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vect.vec2 = p;
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aSector = sectorNum;
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}
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if (cansee(vect.x, vect.y, vect.z, aSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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A_DamageWall_Internal(spriteNum, w, { closest.x, closest.y, pSprite->z }, pSprite->picnum);
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bitmap_set(wallTouched, w);
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if (pWall->nextwall != -1)
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bitmap_set(wallTouched, pWall->nextwall);
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if (bitmap_test(wallCanSee, w) == 1 || cansee(vect.x, vect.y, vect.z, aSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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{
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bitmap_set(wallCanSee, w);
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if (pWall->nextwall != -1)
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bitmap_set(wallCanSee, pWall->nextwall);
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A_DamageWall_Internal(spriteNum, w, { p.x, p.y, pSprite->z }, pSprite->picnum);
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}
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int const nextSector = pWall->nextsector;
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@ -334,12 +354,25 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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if (numSectors == MAXDAMAGESECTORS)
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{
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Printf("Sprite %d tried to damage more than %d sectors!\n", spriteNum, MAXDAMAGESECTORS);
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goto SKIPWALLCHECK;
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goto wallsfinished;
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}
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}
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}
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SKIPWALLCHECK:
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if (distance >= blastRadius)
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continue;
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int32_t floorZ, ceilZ;
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getzsofslope(sectorNum, closest.x, closest.y, &ceilZ, &floorZ);
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if (((ceilZ - pSprite->z) >> 8) < blastRadius)
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z - floorZ) >> 8) < blastRadius)
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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}
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wallsfinished:
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int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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@ -353,9 +386,10 @@ SKIPWALLCHECK:
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if (bitmap_test(g_radiusDmgStatnums, pDamage->statnum))
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{
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int const spriteDist = (pDamage->picnum == APLAYER)
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? FindDistance3D(pSprite->x - pDamage->x, pSprite->y - pDamage->y, pSprite->z - (pDamage->z - PHEIGHT))
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: dist(pSprite, pDamage);
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int spriteDist = dist(pSprite, pDamage);
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if (pDamage->picnum == APLAYER)
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spriteDist = FindDistance3D(pSprite->x - pDamage->x, pSprite->y - pDamage->y, pSprite->z - (pDamage->z - PHEIGHT));
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if (spriteDist < blastRadius)
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A_RadiusDamageObject_Internal(spriteNum, damageSprite, blastRadius, spriteDist, randomZOffset, dmg1, dmg2, dmg3, dmg4);
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