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.
This commit is contained in:
Mari the Deer 2023-07-29 13:15:34 +02:00
commit 2bd1cb0657
17 changed files with 113 additions and 220 deletions

View file

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