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https://github.com/ZDoom/raze-gles.git
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Optimize A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@6796 1a8010ca-5511-0410-912e-c29ae57300e0
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3f47f2fccb
commit
f978ba0d07
1 changed files with 159 additions and 153 deletions
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@ -104,99 +104,91 @@ static FORCE_INLINE int32_t G_WallSpriteDist(uwalltype const * const wal, usprit
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void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4)
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{
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int32_t d, q;
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uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
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static const int32_t statnumList[] = {
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STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE,
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STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC
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};
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// XXX: accesses to 'sectorlist' potentially unaligned
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int16_t *const sectorList = (int16_t *)tempbuf;
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const int32_t maxSectors = sizeof(tempbuf)/sizeof(int16_t);
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ud.returnvar[0] = blastRadius; // Allow checking for radius damage in EVENT_DAMAGE(SPRITE/WALL/FLOOR/CEILING) events.
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ud.returnvar[1] = dmg1;
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ud.returnvar[2] = dmg2;
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ud.returnvar[3] = dmg3;
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ud.returnvar[4] = dmg4;
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if (pSprite->picnum == RPG && pSprite->xrepeat < 11)
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uspritetype const *const pSprite = (uspritetype *)&sprite[spriteNum];
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int32_t sectorCount = 0;
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int32_t numSectors = 1;
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#ifndef EDUKE32_STANDALONE
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if ((pSprite->picnum == RPG && pSprite->xrepeat < 11) || pSprite->picnum == SHRINKSPARK)
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goto SKIPWALLCHECK;
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#endif
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if (pSprite->picnum != SHRINKSPARK)
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int16_t sectorList[64] = { pSprite->sectnum };
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do
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{
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int32_t sectorCount = 0;
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int32_t numSectors = 1;
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int const sectorNum = sectorList[sectorCount++];
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int const startWall = sector[sectorNum].wallptr;
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int const endWall = startWall + sector[sectorNum].wallnum;
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int const w2 = wall[startWall].point2;
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sectorList[0] = pSprite->sectnum;
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do
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// Check if "hit" 1st or 3rd wall-point. This mainly makes sense
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// for rectangular "ceiling light"-style sectors.
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if (G_WallSpriteDist((uwalltype *)&wall[startWall], pSprite) < blastRadius ||
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G_WallSpriteDist((uwalltype *)&wall[wall[w2].point2], pSprite) < blastRadius)
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{
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int const sectorNum = sectorList[sectorCount++];
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int const startWall = sector[sectorNum].wallptr;
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int const endWall = startWall + sector[sectorNum].wallnum;
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int const w2 = wall[startWall].point2;
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if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius)
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius)
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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}
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// Check if "hit" 1st or 3rd wall-point. This mainly makes sense
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// for rectangular "ceiling light"-style sectors.
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if (G_WallSpriteDist((uwalltype *)&wall[startWall], pSprite) < blastRadius ||
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G_WallSpriteDist((uwalltype *)&wall[wall[w2].point2], pSprite) < blastRadius)
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{
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if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius)
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius)
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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}
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native_t w = startWall;
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uwalltype const *pWall;
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int w = startWall;
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for (pWall=(uwalltype *)&wall[startWall]; w<endWall; w++,pWall++)
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for (uwalltype const *pWall = (uwalltype *)&wall[startWall]; w < endWall; w++, pWall++)
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{
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if (G_WallSpriteDist(pWall, pSprite) >= blastRadius)
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continue;
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int const nextSector = pWall->nextsector;
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if (nextSector >= 0)
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{
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if (G_WallSpriteDist(pWall, pSprite) < blastRadius)
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native_t otherSector = 0;
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for (; otherSector < numSectors; ++otherSector)
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if (sectorList[otherSector] == nextSector)
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break;
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if (otherSector == numSectors)
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{
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int16_t damageSector = pSprite->sectnum;
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int const nextSector = pWall->nextsector;
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if (numSectors == ARRAY_SIZE(sectorList))
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goto SKIPWALLCHECK; // prevent oob access of 'sectorlist'
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if (nextSector >= 0)
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{
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int32_t dasect2;
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for (dasect2=numSectors-1; dasect2>=0; dasect2--)
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if (sectorList[dasect2] == nextSector)
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break;
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if (dasect2 < 0)
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{
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if (numSectors == maxSectors)
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goto SKIPWALLCHECK; // prevent oob access of 'sectorlist'
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sectorList[numSectors++] = nextSector;
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}
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}
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vec2_t const vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1,
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(((pWall->y + wall[pWall->point2].y) >> 1) + pSprite->y) >> 1 };
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updatesector(vect.x, vect.y, &damageSector);
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if (damageSector >= 0 && cansee(vect.x, vect.y, pSprite->z, damageSector,
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pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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{
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vec3_t const tmpvect = { pWall->x, pWall->y, pSprite->z };
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A_DamageWall_Internal(spriteNum, w, &tmpvect, pSprite->picnum);
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}
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sectorList[numSectors++] = nextSector;
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}
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}
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int16_t damageSector = (nextSector >= 0) ? wall[wall[w].nextwall].nextsector : sectorofwall(w);
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vec3_t const vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1,
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(((pWall->y + wall[pWall->point2].y) >> 1) + pSprite->y) >> 1, pSprite->z };
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updatesector(vect.x, vect.y, &damageSector);
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if (damageSector >= 0 && cansee(vect.x, vect.y, pSprite->z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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A_DamageWall_Internal(spriteNum, w, &vect, pSprite->picnum);
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}
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while (sectorCount < numSectors);
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}
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while (sectorCount < numSectors);
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SKIPWALLCHECK:
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q = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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// this is really weird
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int32_t const zRand = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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for (bssize_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++)
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static const uint8_t statnumList [] ={
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STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE,
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STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC
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};
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for (native_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++)
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{
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int32_t otherSprite = headspritestat[statnumList[stati]];
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@ -206,110 +198,124 @@ SKIPWALLCHECK:
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spritetype *const pOther = &sprite[otherSprite];
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// DEFAULT, ZOMBIEACTOR, MISC
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if (stati == 0 || stati >= 5 || AFLAMABLE(pOther->picnum))
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if (statnumList[stati] == STAT_DEFAULT || statnumList[stati] == STAT_ZOMBIEACTOR || statnumList[stati] == STAT_MISC || AFLAMABLE(pOther->picnum))
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{
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#ifndef EDUKE32_STANDALONE
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if (pSprite->picnum != SHRINKSPARK || (pOther->cstat&257))
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#endif
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{
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if (dist(pSprite, pOther) < blastRadius)
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{
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if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y,pOther->z+q, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+q, pSprite->sectnum))
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if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y, pOther->z+zRand, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+zRand, pSprite->sectnum))
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goto next_sprite;
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A_DamageObject_Internal(otherSprite, spriteNum);
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}
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}
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}
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else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite &&
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(pOther->picnum == TRIPBOMB || A_CheckEnemySprite(pOther) || pOther->picnum == QUEBALL ||
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pOther->picnum == STRIPEBALL || (pOther->cstat & 257) || pOther->picnum == DUKELYINGDEAD))
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else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite && ((pOther->cstat & 257) ||
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#ifndef EDUKE32_STANDALONE
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pOther->picnum == TRIPBOMB || pOther->picnum == QUEBALL || pOther->picnum == STRIPEBALL || pOther->picnum == DUKELYINGDEAD ||
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#endif
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A_CheckEnemySprite(pOther)))
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{
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if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK &&
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(otherSprite == pSprite->owner || pOther->xrepeat < 24)) ||
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(pSprite->picnum == MORTER && otherSprite == pSprite->owner))
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#ifndef EDUKE32_STANDALONE
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if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK && (otherSprite == pSprite->owner || pOther->xrepeat < 24))
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|| (pSprite->picnum == MORTER && otherSprite == pSprite->owner))
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goto next_sprite;
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#endif
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int32_t const spriteDist = pOther->picnum == APLAYER
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? sepdist(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT))
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: dist(pSprite, pOther);
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if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
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pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
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goto next_sprite;
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if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
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{
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otherSprite = nextOther;
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continue;
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if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, spriteNum, -1, otherSprite) < 0)
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goto next_sprite;
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}
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if (pOther->picnum == APLAYER)
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pOther->z -= PHEIGHT;
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actor_t & dmgActor = actor[otherSprite];
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d = dist(pSprite, pOther);
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dmgActor.ang = getangle(pOther->x - pSprite->x, pOther->y - pSprite->y);
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if (pOther->picnum == APLAYER)
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pOther->z += PHEIGHT;
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if ((pOther->extra > 0 && ((A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM) || pSprite->picnum == RPG))
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|| (pSprite->picnum == SHRINKSPARK))
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dmgActor.picnum = pSprite->picnum;
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else dmgActor.picnum = RADIUSEXPLOSION;
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if (d < blastRadius && cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
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pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
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#ifndef EDUKE32_STANDALONE
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if (pSprite->picnum != SHRINKSPARK)
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#endif
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{
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int32_t const k = blastRadius/3;
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if (spriteDist < k)
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{
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if (dmg4 == dmg3) dmg4++;
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dmgActor.extra = dmg3 + (krand()%(dmg4-dmg3));
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}
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else if (spriteDist < k*2)
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{
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if (dmg3 == dmg2) dmg3++;
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dmgActor.extra = dmg2 + (krand()%(dmg3-dmg2));
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}
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else if (spriteDist < blastRadius)
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{
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if (dmg2 == dmg1) dmg2++;
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dmgActor.extra = dmg1 + (krand()%(dmg2-dmg1));
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}
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if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
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{
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if (pOther->xvel < 0) pOther->xvel = 0;
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pOther->xvel += (pSprite->extra<<2);
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}
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if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
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VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, spriteNum, -1, otherSprite);
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#ifndef EDUKE32_STANDALONE
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switch (DYNAMICTILEMAP(pOther->picnum))
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{
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if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, spriteNum, -1, otherSprite) < 0)
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goto next_sprite;
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case PODFEM1__STATIC:
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case FEM1__STATIC:
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case FEM2__STATIC:
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case FEM3__STATIC:
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case FEM4__STATIC:
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case FEM5__STATIC:
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case FEM6__STATIC:
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case FEM7__STATIC:
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case FEM8__STATIC:
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case FEM9__STATIC:
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case FEM10__STATIC:
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case STATUE__STATIC:
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case STATUEFLASH__STATIC:
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case SPACEMARINE__STATIC:
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case QUEBALL__STATIC:
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case STRIPEBALL__STATIC: A_DamageObject_Internal(otherSprite, spriteNum);
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default: break;
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}
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#endif
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}
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#ifndef EDUKE32_STANDALONE
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else if (pSprite->extra == 0) dmgActor.extra = 0;
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#endif
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if (pOther->picnum != RADIUSEXPLOSION &&
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pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
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{
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if (pOther->picnum == APLAYER)
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{
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DukePlayer_t *pPlayer = g_player[P_GetP((uspritetype * const)pOther)].ps;
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if (pPlayer->newowner >= 0)
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G_ClearCameraView(pPlayer);
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}
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actor[otherSprite].ang = getangle(pOther->x-pSprite->x,pOther->y-pSprite->y);
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if (pSprite->picnum == RPG && pOther->extra > 0)
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actor[otherSprite].picnum = RPG;
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else if (A_CheckSpriteFlags(spriteNum,SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM && pOther->extra > 0)
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actor[otherSprite].picnum = pSprite->picnum;
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else
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{
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if (pSprite->picnum == SHRINKSPARK)
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actor[otherSprite].picnum = SHRINKSPARK;
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else actor[otherSprite].picnum = RADIUSEXPLOSION;
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}
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if (pSprite->picnum != SHRINKSPARK)
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{
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const int32_t k = blastRadius/3;
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if (d < k)
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{
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if (dmg4 == dmg3) dmg4++;
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actor[otherSprite].extra = dmg3 + (krand()%(dmg4-dmg3));
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}
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else if (d < k*2)
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{
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if (dmg3 == dmg2) dmg3++;
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actor[otherSprite].extra = dmg2 + (krand()%(dmg3-dmg2));
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}
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else if (d < blastRadius)
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{
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if (dmg2 == dmg1) dmg2++;
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actor[otherSprite].extra = dmg1 + (krand()%(dmg2-dmg1));
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}
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if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
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{
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if (pOther->xvel < 0) pOther->xvel = 0;
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pOther->xvel += (pSprite->extra<<2);
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}
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if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
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VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, spriteNum, -1, otherSprite);
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if (pOther->picnum == PODFEM1 || pOther->picnum == FEM1 || pOther->picnum == FEM2 ||
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pOther->picnum == FEM3 || pOther->picnum == FEM4 || pOther->picnum == FEM5 ||
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pOther->picnum == FEM6 || pOther->picnum == FEM7 || pOther->picnum == FEM8 ||
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pOther->picnum == FEM9 || pOther->picnum == FEM10 || pOther->picnum == STATUE ||
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pOther->picnum == STATUEFLASH || pOther->picnum == SPACEMARINE || pOther->picnum == QUEBALL ||
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pOther->picnum == STRIPEBALL)
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A_DamageObject_Internal(otherSprite, spriteNum);
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}
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else if (pSprite->extra == 0) actor[otherSprite].extra = 0;
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if (pOther->picnum != RADIUSEXPLOSION &&
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pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
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{
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if (pOther->picnum == APLAYER)
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{
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DukePlayer_t *pPlayer = g_player[P_GetP((uspritetype * const)pOther)].ps;
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if (pPlayer->newowner >= 0)
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G_ClearCameraView(pPlayer);
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}
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actor[otherSprite].owner = pSprite->owner;
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}
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dmgActor.owner = pSprite->owner;
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}
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}
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next_sprite:
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