Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists.
While in the latter case this may result in longer loops, it also reduces GC thrashing by not needing to allocate an iterator every time. This also simplifies the DoBlast code as there is no longer a need to manually traverse portals vertically.
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17 changed files with 113 additions and 220 deletions
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@ -63,17 +63,12 @@ extend Class SWWMUtility
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else brange = 1./(ExplosionRadius-FullDamageRadius);
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Actor Instigator = realsource?realsource:(flags&DE_NOTMISSILE)?Source:Source.target;
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int dflg = ((flags&DE_NONEXPLOSIVE)?0:DMG_EXPLOSION)|dmgflags;
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BlockThingsIterator bi = BlockThingsIterator.Create(Source,ExplosionRadius);
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int nhit = 0, nkill = 0;
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bool haskilled = false;
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Array<Actor> washit;
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washit.Clear();
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while ( bi.Next() )
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foreach ( s:level.Sectors ) for ( Actor a=s.thinglist; a; a=a.snext )
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{
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Actor a = bi.Thing;
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washit.Push(a);
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// early checks for self and ignored actor (usually the instigator)
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if ( !a || (a == ignoreme) || (a == Source) )
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if ( (a == ignoreme) || (a == Source) )
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continue;
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// can't be affected
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if ( !a.bSHOOTABLE && !a.bVULNERABLE )
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@ -141,90 +136,6 @@ extend Class SWWMUtility
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if ( (flags&DE_COUNTFHKILLS) && (oldhp < basehp) ) continue; // was not at full health
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if ( (!a || (a.Health <= 0)) && (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nkill++;
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}
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// traverse portals (needed since BlockThingsIterator can't properly cross sector portals in both vertical directions)
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int thisgroup = Source.CurSector.portalgroup;
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for ( int i=0; i<level.GetPortalGroupCount(); i++ )
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{
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if ( i == thisgroup ) continue;
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Vector2 relpos = Source.pos.xy+level.GetDisplacement(thisgroup,i);
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bi = BlockThingsIterator.CreateFromPos(relpos.x,relpos.y,Source.pos.z,Source.pos.z+Source.height,ExplosionRadius,false);
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while ( bi.Next() )
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{
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Actor a = bi.Thing;
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// early exit for already processed actors
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if ( washit.Find(a) < washit.Size() )
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continue;
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washit.Push(a);
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// early checks for self and ignored actor (usually the instigator)
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if ( !a || (a == ignoreme) || (a == Source) )
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continue;
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// can't be affected
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if ( !a.bSHOOTABLE && !a.bVULNERABLE )
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continue;
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// no blasting if no radius dmg (unless forced)
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if ( a.bNORADIUSDMG && !Source.bFORCERADIUSDMG )
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continue;
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// check the DONTHARMCLASS/DONTHARMSPECIES flags
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if ( !a.player && ((Source.bDONTHARMCLASS && (a.GetClass() == Source.GetClass())) || (Source.bDONTHARMSPECIES && (a.GetSpecies() == Source.GetSpecies()))) )
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continue;
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// check friendliness
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if ( (flags&DE_NOHURTFRIEND) && Instigator && Instigator.IsFriend(a) )
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continue;
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// can we see it
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if ( !(flags&DE_THRUWALLS) && !Source.CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) )
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continue;
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// intersecting?
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if ( !SphereIntersect(a,Source.pos,ExplosionRadius) )
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continue;
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// calculate factor
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Vector3 dir;
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if ( flags&DE_CENTERHEIGHT ) dir = level.Vec3Diff(Source.Vec3Offset(0,0,Source.Height/2),a.Vec3Offset(0,0,a.Height/2));
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else dir = level.Vec3Diff(Source.pos,a.Vec3Offset(0,0,a.Height/2));
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double dist = dir.length();
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// intersecting, randomize direction
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if ( dir.length() <= double.epsilon )
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{
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double ang = FRandom[DoBlast](0,360);
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double pt = FRandom[DoBlast](-90,90);
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dir = Vec3FromAngles(ang,pt);
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}
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else dir /= dist;
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dist = clamp(dist-FullDamageRadius,0,min(dist,ExplosionRadius));
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double damagescale;
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if ( ExplosionRadius == FullDamageRadius ) damagescale = 1.;
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else damagescale = 1.-clamp((dist-a.Radius)*brange,0.,1.);
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double mm = MomentumTransfer*damagescale;
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// no knockback if massive/unpushable
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if ( (abs(mm) > 0.) && !a.bDORMANT && !a.bDONTTHRUST && (a.Mass < Actor.LARGE_MASS) )
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{
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Vector3 Momentum = dir*mm;
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if ( (a.pos.z <= a.floorz) || !a.TestMobjZ() )
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Momentum.z = max(Momentum.z,(flags&DE_EXTRAZTHRUST?.4:.1)*Momentum.length());
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Momentum /= GameTicRate*max(50,a.Mass); // prevent tiny things from getting yeeted at warp speed
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a.vel += Momentum;
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if ( (flags&DE_BLAST) && a.bCANBLAST && !a.bDONTBLAST ) a.bBLASTED = true;
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}
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// hit it
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bool inactive = (!a.player&&!a.target);
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bool hostile = (Instigator&&a.IsHostile(Instigator)&&(a.bISMONSTER||a.player));
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if ( (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nhit++;
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int dmg = int(Damage*damagescale);
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if ( flags&DE_QUADRAVOL )
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{
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OnFire.Apply(a,Instigator,dmg); // ignite
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continue;
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}
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if ( dmg <= 0 ) continue; // no harm
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int oldhp = a.Health;
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int basehp = a.GetSpawnHealth();
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int ndmg = a.DamageMobj(realinflictor?realinflictor:Source,Instigator,dmg,(DamageType=='')?Source.DamageType:DamageType,dflg,atan2(-dir.y,-dir.x));
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if ( (ndmg > 0) && a && !(flags&DE_NOBLEED) ) a.TraceBleed(ndmg,Source);
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if ( (flags&DE_HOWL) && a && (a.Health > 0) && a.bISMONSTER && !Random[DoBlast](0,3) ) a.Howl();
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if ( hostile && (!a || (a.Health <= 0)) ) haskilled = true;
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if ( (flags&DE_COUNTFHKILLS) && (oldhp < basehp) ) continue; // was not at full health
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if ( (!a || (a.Health <= 0)) && (!(flags&DE_COUNTENEMIES) || hostile) && (!(flags&DE_COUNTSTEALTH) || inactive) ) nkill++;
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}
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}
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if ( (Instigator is 'Demolitionist') && haskilled && !(flags&DE_NONEXPLOSIVE) )
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{
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let hnd = SWWMHandler(EventHandler.Find("SWWMHandler"));
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