Fast A_RadiusDamage()

git-svn-id: https://svn.eduke32.com/eduke32@8079 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-09-08 01:01:09 +00:00 committed by Christoph Oelckers
parent 7849693aef
commit 9cc608715e

View file

@ -93,229 +93,236 @@ void G_ClearCameraView(DukePlayer_t *ps)
sprite[k].yvel = 0;
}
// Manhattan distance between wall-point and sprite.
static FORCE_INLINE int32_t G_WallSpriteDist(uwallptr_t const wal, uspriteptr_t const spr)
void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, int const blastRadius, int spriteDist,
int const zOffset, int const dmg1, int dmg2, int dmg3, int dmg4)
{
return klabs(wal->x - spr->x) + klabs(wal->y - spr->y);
auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
auto const pOther = &sprite[otherSprite];
// DEFAULT, ZOMBIEACTOR, MISC
if (pOther->statnum == STAT_DEFAULT || pOther->statnum == STAT_ZOMBIEACTOR || pOther->statnum == STAT_MISC || AFLAMABLE(pOther->picnum))
{
#ifndef EDUKE32_STANDALONE
if (pSprite->picnum != SHRINKSPARK || (pOther->cstat&257))
#endif
{
if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y, pOther->z+zOffset, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+zOffset, pSprite->sectnum))
return;
A_DamageObject_Internal(otherSprite, spriteNum);
}
}
else if (pOther->extra >= 0 && (uspriteptr_t)pOther != pSprite && ((pOther->cstat & 257) ||
#ifndef EDUKE32_STANDALONE
pOther->picnum == TRIPBOMB || pOther->picnum == QUEBALL || pOther->picnum == STRIPEBALL || pOther->picnum == DUKELYINGDEAD ||
#endif
A_CheckEnemySprite(pOther)))
{
#ifndef EDUKE32_STANDALONE
if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK && (otherSprite == pSprite->owner || pOther->xrepeat < 24))
|| (pSprite->picnum == MORTER && otherSprite == pSprite->owner))
return;
#endif
if (pOther->picnum == APLAYER)
spriteDist = FindDistance3D(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT));
if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum,
pSprite->x, pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
return;
if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, spriteNum, -1, otherSprite) < 0)
return;
auto &dmgActor = actor[otherSprite];
dmgActor.ang = getangle(pOther->x - pSprite->x, pOther->y - pSprite->y);
if ((pOther->extra > 0 && ((A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM)
#ifndef EDUKE32_STANDALONE
|| pSprite->picnum == RPG
#endif
))
#ifndef EDUKE32_STANDALONE
|| (pSprite->picnum == SHRINKSPARK)
#endif
)
dmgActor.picnum = pSprite->picnum;
else dmgActor.picnum = RADIUSEXPLOSION;
#ifndef EDUKE32_STANDALONE
if (pSprite->picnum != SHRINKSPARK)
#endif
{
// this is really weird
int const k = blastRadius/3;
if (spriteDist < k)
{
if (dmg4 == dmg3) dmg4++;
dmgActor.extra = dmg3 + (krand()%(dmg4-dmg3));
}
else if (spriteDist < k*2)
{
if (dmg3 == dmg2) dmg3++;
dmgActor.extra = dmg2 + (krand()%(dmg3-dmg2));
}
else if (spriteDist < blastRadius)
{
if (dmg2 == dmg1) dmg2++;
dmgActor.extra = dmg1 + (krand()%(dmg2-dmg1));
}
if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
{
if (pOther->xvel < 0) pOther->xvel = 0;
pOther->xvel += (pSprite->extra<<2);
}
if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, spriteNum, -1, otherSprite);
#ifndef EDUKE32_STANDALONE
if (!FURY)
{
switch (DYNAMICTILEMAP(pOther->picnum))
{
case PODFEM1__STATIC:
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case STATUE__STATIC:
case STATUEFLASH__STATIC:
case SPACEMARINE__STATIC:
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
A_DamageObject_Internal(otherSprite, spriteNum);
break;
}
}
#endif
}
#ifndef EDUKE32_STANDALONE
else if (!FURY && pSprite->extra == 0) dmgActor.extra = 0;
#endif
if (pOther->picnum != RADIUSEXPLOSION &&
pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
{
if (pOther->picnum == APLAYER)
{
auto pPlayer = g_player[P_GetP(pOther)].ps;
if (pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
}
dmgActor.owner = pSprite->owner;
}
}
}
void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4)
#define MAXDAMAGESECTORS 64
void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1, int const dmg2, int const dmg3, int const dmg4)
{
ud.returnvar[0] = blastRadius; // Allow checking for radius damage in EVENT_DAMAGE(SPRITE/WALL/FLOOR/CEILING) events.
ud.returnvar[1] = dmg1;
ud.returnvar[2] = dmg2;
ud.returnvar[3] = dmg3;
ud.returnvar[4] = dmg4;
// Allow checking for radius damage in EVENT_DAMAGE(SPRITE/WALL/FLOOR/CEILING) events.
decltype(ud.returnvar) const parms = { blastRadius, dmg1, dmg2, dmg3, dmg4 };
Bmemcpy(ud.returnvar, parms, sizeof(parms));
auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
int32_t sectorCount = 0;
int32_t numSectors = 1;
int16_t sectorList[64] = { pSprite->sectnum };
int16_t sectorList[MAXDAMAGESECTORS];
uint8_t sectorMap[(MAXSECTORS+7)>>3];
int16_t numSectors;
bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
#ifndef EDUKE32_STANDALONE
if ((pSprite->picnum == RPG && pSprite->xrepeat < 11) || pSprite->picnum == SHRINKSPARK)
if (!FURY && ((pSprite->picnum == RPG && pSprite->xrepeat < 11) || pSprite->picnum == SHRINKSPARK))
goto SKIPWALLCHECK;
#endif
do
for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
{
int const sectorNum = sectorList[sectorCount++];
if (getsectordist(pSprite->pos.vec2, sectorNum) >= blastRadius)
continue;
int const startWall = sector[sectorNum].wallptr;
int const endWall = startWall + sector[sectorNum].wallnum;
int const w2 = wall[startWall].point2;
// Check if "hit" 1st or 3rd wall-point. This mainly makes sense
// for rectangular "ceiling light"-style sectors.
if (G_WallSpriteDist((uwallptr_t)&wall[startWall], pSprite) < blastRadius ||
G_WallSpriteDist((uwallptr_t)&wall[wall[w2].point2], pSprite) < blastRadius)
{
if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius)
Sect_DamageCeiling_Internal(spriteNum, sectorNum);
if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius)
Sect_DamageFloor_Internal(spriteNum, sectorNum);
}
if (((sector[sectorNum].ceilingz - pSprite->z) >> 8) < blastRadius)
Sect_DamageCeiling_Internal(spriteNum, sectorNum);
native_t w = startWall;
if (((pSprite->z - sector[sectorNum].floorz) >> 8) < blastRadius)
Sect_DamageFloor_Internal(spriteNum, sectorNum);
int w = startWall;
for (auto pWall = (uwallptr_t)&wall[startWall]; w < endWall; w++, pWall++)
{
if (G_WallSpriteDist(pWall, pSprite) >= blastRadius)
vec2_t closest;
if (getwalldist(pSprite->pos.vec2, w, &closest) >= blastRadius)
continue;
int const nextSector = pWall->nextsector;
int const nextSector = pWall->nextsector;
int damageSector = sectorNum;
vec3_t const vect = { closest.x, closest.y, pSprite->z };
if (nextSector >= 0)
{
native_t otherSector = 0;
if (numSectors == MAXDAMAGESECTORS)
goto SKIPWALLCHECK;
for (; otherSector < numSectors; ++otherSector)
if (sectorList[otherSector] == nextSector)
break;
if (otherSector == numSectors)
{
if (numSectors == ARRAY_SSIZE(sectorList))
goto SKIPWALLCHECK; // prevent oob access of 'sectorlist'
sectorList[numSectors++] = nextSector;
}
bfirst_search_try(sectorList, sectorMap, &numSectors, nextSector);
damageSector = wall[pWall->nextwall].nextsector;
}
int16_t damageSector = (nextSector >= 0) ? wall[wall[w].nextwall].nextsector : sectorofwall(w);
vec3_t const vect = { (((pWall->x + wall[pWall->point2].x) >> 1) + pSprite->x) >> 1,
(((pWall->y + wall[pWall->point2].y) >> 1) + pSprite->y) >> 1, pSprite->z };
updatesector(vect.x, vect.y, &damageSector);
if (damageSector >= 0 && cansee(vect.x, vect.y, pSprite->z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
A_DamageWall_Internal(spriteNum, w, &vect, pSprite->picnum);
}
}
while (sectorCount < numSectors);
SKIPWALLCHECK:
// this is really weird
int32_t const zRand = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
static int constexpr statnumList[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
static const uint8_t statnumList [] = {
STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE,
STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC
};
for (unsigned char stati : statnumList)
for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
{
int32_t otherSprite = headspritestat[stati];
int damageSprite = headspritesect[sectorList[sectorCount]];
while (otherSprite >= 0)
while (damageSprite >= 0)
{
int const nextOther = nextspritestat[otherSprite];
auto const pOther = &sprite[otherSprite];
int const nextSprite = nextspritesect[damageSprite];
// DEFAULT, ZOMBIEACTOR, MISC
if (stati == STAT_DEFAULT || stati == STAT_ZOMBIEACTOR || stati == STAT_MISC || AFLAMABLE(pOther->picnum))
auto pDamage = &sprite[damageSprite];
int statIdx = 0;
for (; statIdx < ARRAY_SSIZE(statnumList); ++statIdx)
if (pDamage->statnum == statnumList[statIdx])
break;
if (statIdx != ARRAY_SSIZE(statnumList))
{
#ifndef EDUKE32_STANDALONE
if (pSprite->picnum != SHRINKSPARK || (pOther->cstat&257))
#endif
{
if (dist(pSprite, pOther) < blastRadius)
{
if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y, pOther->z+zRand, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+zRand, pSprite->sectnum))
goto next_sprite;
A_DamageObject_Internal(otherSprite, spriteNum);
}
}
int const spriteDist = dist(pSprite, pDamage);
if (spriteDist < blastRadius)
A_RadiusDamageObject_Internal(spriteNum, damageSprite, blastRadius, spriteDist, randomZOffset, dmg1, dmg2, dmg3, dmg4);
}
else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite && ((pOther->cstat & 257) ||
#ifndef EDUKE32_STANDALONE
pOther->picnum == TRIPBOMB || pOther->picnum == QUEBALL || pOther->picnum == STRIPEBALL || pOther->picnum == DUKELYINGDEAD ||
#endif
A_CheckEnemySprite(pOther)))
{
#ifndef EDUKE32_STANDALONE
if ((pSprite->picnum == SHRINKSPARK && pOther->picnum != SHARK && (otherSprite == pSprite->owner || pOther->xrepeat < 24))
|| (pSprite->picnum == MORTER && otherSprite == pSprite->owner))
goto next_sprite;
#endif
int32_t const spriteDist = pOther->picnum == APLAYER
? FindDistance3D(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT))
: dist(pSprite, pOther);
if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
goto next_sprite;
if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
{
if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, spriteNum, -1, otherSprite) < 0)
goto next_sprite;
}
actor_t & dmgActor = actor[otherSprite];
dmgActor.ang = getangle(pOther->x - pSprite->x, pOther->y - pSprite->y);
if ((pOther->extra > 0 && ((A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) && SpriteProjectile[spriteNum].workslike & PROJECTILE_RADIUS_PICNUM) || pSprite->picnum == RPG))
|| (pSprite->picnum == SHRINKSPARK))
dmgActor.picnum = pSprite->picnum;
else dmgActor.picnum = RADIUSEXPLOSION;
#ifndef EDUKE32_STANDALONE
if (pSprite->picnum != SHRINKSPARK)
#endif
{
int32_t const k = blastRadius/3;
if (spriteDist < k)
{
if (dmg4 == dmg3) dmg4++;
dmgActor.extra = dmg3 + (krand()%(dmg4-dmg3));
}
else if (spriteDist < k*2)
{
if (dmg3 == dmg2) dmg3++;
dmgActor.extra = dmg2 + (krand()%(dmg3-dmg2));
}
else if (spriteDist < blastRadius)
{
if (dmg2 == dmg1) dmg2++;
dmgActor.extra = dmg1 + (krand()%(dmg2-dmg1));
}
if (!A_CheckSpriteFlags(otherSprite, SFLAG_NODAMAGEPUSH))
{
if (pOther->xvel < 0) pOther->xvel = 0;
pOther->xvel += (pSprite->extra<<2);
}
if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, spriteNum, -1, otherSprite);
#ifndef EDUKE32_STANDALONE
switch (DYNAMICTILEMAP(pOther->picnum))
{
case PODFEM1__STATIC:
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case STATUE__STATIC:
case STATUEFLASH__STATIC:
case SPACEMARINE__STATIC:
case QUEBALL__STATIC:
case STRIPEBALL__STATIC: A_DamageObject_Internal(otherSprite, spriteNum);
default: break;
}
#endif
}
#ifndef EDUKE32_STANDALONE
else if (pSprite->extra == 0) dmgActor.extra = 0;
#endif
if (pOther->picnum != RADIUSEXPLOSION &&
pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
{
if (pOther->picnum == APLAYER)
{
auto pPlayer = g_player[P_GetP((uspritetype *)pOther)].ps;
if (pPlayer->newowner >= 0)
G_ClearCameraView(pPlayer);
}
dmgActor.owner = pSprite->owner;
}
}
next_sprite:
otherSprite = nextOther;
damageSprite = nextSprite;
}
}
}