Optimize Entity::AESpell

Probably could use more work, but quick testing had this method taking
the least amount of time in various situations
This commit is contained in:
Michael Cook (mackal) 2017-06-25 16:30:37 -04:00
parent 6773412e40
commit 497170c453

View File

@ -703,6 +703,10 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
float min_range2 = spells[spell_id].min_range * spells[spell_id].min_range;
float dist_targ = 0;
const auto &position = spells[spell_id].targettype == ST_Ring ? caster->GetTargetRingLocation() : static_cast<glm::vec3>(center->GetPosition());
glm::vec2 min = { position.x - dist, position.y - dist };
glm::vec2 max = { position.x + dist, position.y + dist };
bool bad = IsDetrimentalSpell(spell_id);
bool isnpc = caster->IsNPC();
int MAX_TARGETS_ALLOWED = 4;
@ -732,13 +736,10 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
continue;
if (spells[spell_id].pcnpc_only_flag == 2 && (curmob->IsClient() || curmob->IsMerc()))
continue;
if (!IsWithinAxisAlignedBox(static_cast<glm::vec2>(curmob->GetPosition()), min, max))
continue;
if (spells[spell_id].targettype == ST_Ring) {
dist_targ = DistanceSquared(static_cast<glm::vec3>(curmob->GetPosition()), caster->GetTargetRingLocation());
}
else if (center) {
dist_targ = DistanceSquared(curmob->GetPosition(), center->GetPosition());
}
dist_targ = DistanceSquared(curmob->GetPosition(), position);
if (dist_targ > dist2) //make sure they are in range
continue;
@ -761,9 +762,7 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
if (bad) {
if (!caster->IsAttackAllowed(curmob, true))
continue;
if (center && !spells[spell_id].npc_no_los && !center->CheckLosFN(curmob))
continue;
if (!center && !spells[spell_id].npc_no_los && !caster->CheckLosFN(caster->GetTargetRingX(), caster->GetTargetRingY(), caster->GetTargetRingZ(), curmob->GetSize()))
if (!spells[spell_id].npc_no_los && !caster->CheckLosFN(position.x, position.y, position.z, curmob->GetSize()))
continue;
} else { // check to stop casting beneficial ae buffs (to wit: bard songs) on enemies...
// This does not check faction for beneficial AE buffs..only agro and attackable.