shithub: choc

Download patch

ref: 1a758de7023a79d8a9b44904caf938e58807fbbe
parent: dbbc0e16e6392c068fb9d689c87a207d6b58da4c
author: James Haley <[email protected]>
date: Mon Oct 4 01:11:14 EDT 2010

Added mobjinfo/state adjustments for various skill levels. Changed sky
handling. Fixed bug that made you switch to the electric crossbow if you
received poison bolt ammo (you should not switch to anything at all when
this happens). Some more commented-out savegame code added.

Subversion-branch: /branches/strife-branch
Subversion-revision: 2154

--- a/src/strife/g_game.c
+++ b/src/strife/g_game.c
@@ -102,7 +102,7 @@
  
 gameaction_t    gameaction; 
 gamestate_t     gamestate; 
-skill_t         gameskill; 
+skill_t         gameskill = 2; // [STRIFE] Default value set to 2.
 boolean		respawnmonsters;
 //int             gameepisode; 
 int             gamemap;
@@ -434,7 +434,7 @@
     memset(cmd, 0, sizeof(ticcmd_t));
 
     cmd->consistancy = 
-	consistancy[consoleplayer][maketic%BACKUPTICS]; 
+        consistancy[consoleplayer][maketic%BACKUPTICS]; 
 
     // villsa [STRIFE] look up key
     if(gamekeydown[key_lookup])
@@ -473,7 +473,7 @@
 
  
     strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] 
-	|| joybuttons[joybstrafe]; 
+        || joybuttons[joybstrafe]; 
 
     // fraggle: support the old "joyb_speed = 31" hack which
     // allowed an autorun effect
@@ -496,58 +496,58 @@
     // use two stage accelerative turning
     // on the keyboard and joystick
     if (joyxmove < 0
-	|| joyxmove > 0  
-	|| gamekeydown[key_right]
-	|| gamekeydown[key_left]) 
-	turnheld += ticdup; 
+        || joyxmove > 0  
+        || gamekeydown[key_right]
+        || gamekeydown[key_left]) 
+        turnheld += ticdup; 
     else 
-	turnheld = 0; 
+        turnheld = 0; 
 
     if (turnheld < SLOWTURNTICS) 
-	tspeed = 2;             // slow turn 
+        tspeed = 2;             // slow turn 
     else 
-	tspeed = speed;
+        tspeed = speed;
     
     // let movement keys cancel each other out
     if (strafe) 
     { 
-	if (gamekeydown[key_right]) 
-	{
-	    // fprintf(stderr, "strafe right\n");
-	    side += sidemove[speed]; 
-	}
-	if (gamekeydown[key_left]) 
-	{
-	    //	fprintf(stderr, "strafe left\n");
-	    side -= sidemove[speed]; 
-	}
-	if (joyxmove > 0) 
-	    side += sidemove[speed]; 
-	if (joyxmove < 0) 
-	    side -= sidemove[speed]; 
- 
+        if (gamekeydown[key_right]) 
+        {
+            // fprintf(stderr, "strafe right\n");
+            side += sidemove[speed]; 
+        }
+        if (gamekeydown[key_left]) 
+        {
+            //	fprintf(stderr, "strafe left\n");
+            side -= sidemove[speed]; 
+        }
+        if (joyxmove > 0) 
+            side += sidemove[speed]; 
+        if (joyxmove < 0) 
+            side -= sidemove[speed]; 
+
     } 
     else 
     { 
-	if (gamekeydown[key_right]) 
-	    cmd->angleturn -= angleturn[tspeed]; 
-	if (gamekeydown[key_left]) 
-	    cmd->angleturn += angleturn[tspeed]; 
-	if (joyxmove > 0) 
-	    cmd->angleturn -= angleturn[tspeed]; 
-	if (joyxmove < 0) 
-	    cmd->angleturn += angleturn[tspeed]; 
+        if (gamekeydown[key_right]) 
+            cmd->angleturn -= angleturn[tspeed]; 
+        if (gamekeydown[key_left]) 
+            cmd->angleturn += angleturn[tspeed]; 
+        if (joyxmove > 0) 
+            cmd->angleturn -= angleturn[tspeed]; 
+        if (joyxmove < 0) 
+            cmd->angleturn += angleturn[tspeed]; 
     } 
- 
+
     if (gamekeydown[key_up]) 
     {
-	// fprintf(stderr, "up\n");
-	forward += forwardmove[speed]; 
+        // fprintf(stderr, "up\n");
+        forward += forwardmove[speed]; 
     }
     if (gamekeydown[key_down]) 
     {
-	// fprintf(stderr, "down\n");
-	forward -= forwardmove[speed]; 
+        // fprintf(stderr, "down\n");
+        forward -= forwardmove[speed]; 
     }
 
     if (joyymove < 0) 
@@ -593,9 +593,9 @@
      || joybuttons[joybuse]
      || mousebuttons[mousebuse])
     { 
-	cmd->buttons |= BT_USE;
-	// clear double clicks if hit use button 
-	dclicks = 0;                   
+        cmd->buttons |= BT_USE;
+        // clear double clicks if hit use button 
+        dclicks = 0;
     } 
 
     // If the previous or next weapon button is pressed, the
@@ -629,7 +629,7 @@
     // mouse
     if (mousebuttons[mousebforward]) 
     {
-	forward += forwardmove[speed];
+        forward += forwardmove[speed];
     }
     if (mousebuttons[mousebbackward])
     {
@@ -693,9 +693,9 @@
     forward += mousey; 
 
     if (strafe) 
-	side += mousex*2; 
+        side += mousex*2; 
     else 
-	cmd->angleturn -= mousex*0x8; 
+        cmd->angleturn -= mousex*0x8;
 
     if (mousex == 0)
     {
@@ -705,15 +705,15 @@
     }
     
     mousex = mousey = 0; 
-	 
+
     if (forward > MAXPLMOVE) 
-	forward = MAXPLMOVE; 
+        forward = MAXPLMOVE; 
     else if (forward < -MAXPLMOVE) 
-	forward = -MAXPLMOVE; 
+        forward = -MAXPLMOVE; 
     if (side > MAXPLMOVE) 
-	side = MAXPLMOVE; 
+        side = MAXPLMOVE; 
     else if (side < -MAXPLMOVE) 
-	side = -MAXPLMOVE; 
+        side = -MAXPLMOVE; 
  
     cmd->forwardmove += forward; 
     cmd->sidemove += side;
@@ -721,14 +721,14 @@
     // special buttons
     if (sendpause) 
     { 
-	sendpause = false; 
-	cmd->buttons = BT_SPECIAL | BTS_PAUSE; 
+        sendpause = false; 
+        cmd->buttons = BT_SPECIAL | BTS_PAUSE; 
     } 
  
     if (sendsave) 
     { 
-	sendsave = false; 
-	cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT); 
+        sendsave = false; 
+        cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT); 
     } 
 
     // low-res turning
@@ -762,14 +762,9 @@
 { 
     int             i; 
 
-    // Set the sky map.
-    // First thing, we have a dummy sky texture name,
-    //  a flat. The data is in the WAD only because
-    //  we look for an actual index, instead of simply
-    //  setting one.
+    // haleyjd 10/03/10: [STRIFE] This is not done here.
+    //skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME));
 
-    skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME));
-
     levelstarttic = gametic;        // for time calculation
     
     if (wipegamestate == GS_LEVEL) 
@@ -985,73 +980,79 @@
 //
 void G_Ticker (void) 
 { 
-    int		i;
-    int		buf; 
-    ticcmd_t*	cmd;
+    int         i;
+    int         buf; 
+    ticcmd_t*   cmd;
 
     // do player reborns if needed
     for (i=0 ; i<MAXPLAYERS ; i++) 
-	if (playeringame[i] && players[i].playerstate == PST_REBORN) 
-	    G_DoReborn (i);
-    
+        if (playeringame[i] && players[i].playerstate == PST_REBORN) 
+            G_DoReborn (i);
+
     // do things to change the game state
-    while (gameaction != ga_nothing) 
+    while (gameaction != ga_nothing)
     { 
-	switch (gameaction) 
-	{ 
-	  case ga_loadlevel: 
-	    G_DoLoadLevel (); 
-	    break; 
-	  case ga_newgame: 
-	    G_DoNewGame (); 
-	    break; 
-	  case ga_loadgame: 
-	    G_DoLoadGame (); 
-	    break; 
-	  case ga_savegame: 
-	    G_DoSaveGame (); 
-	    break; 
-	  case ga_playdemo: 
-	    G_DoPlayDemo (); 
-	    break; 
-	  case ga_completed: 
-	    G_DoCompleted (); 
-	    break; 
-	  case ga_victory: 
-	    F_StartFinale (); 
-	    break; 
-	  case ga_worlddone: 
-	    G_DoWorldDone (); 
-	    break; 
-	  case ga_screenshot: 
-	    V_ScreenShot("DOOM%02i.pcx"); 
-            players[consoleplayer].message = DEH_String("screen shot");
-	    gameaction = ga_nothing; 
-	    break; 
-	  case ga_nothing: 
-	    break; 
-	} 
+        switch (gameaction) 
+        { 
+        case ga_loadlevel: 
+            G_DoLoadLevel (); 
+            break; 
+        case ga_newgame:
+            G_DoNewGame (); 
+            break; 
+        case ga_loadgame: 
+            G_DoLoadGame (); 
+            // [STRIFE-TODO]:
+            // M_SaveMoveHereToMap();
+            // M_ReadMisObj(...);
+            break; 
+        case ga_savegame: 
+            // [STRIFE-TODO]:
+            // M_SaveMoveMapToHere(...);
+            // M_SaveMisObj(...);
+            G_DoSaveGame (); 
+            break; 
+        case ga_playdemo: 
+            G_DoPlayDemo (); 
+            break; 
+        case ga_completed: 
+            G_DoCompleted (); 
+            break; 
+        case ga_victory: 
+            F_StartFinale (); 
+            break; 
+        case ga_worlddone: 
+            G_DoWorldDone (); 
+            break; 
+        case ga_screenshot: 
+            V_ScreenShot("STRIFE%02i.pcx"); // [STRIFE] file name, message
+            players[consoleplayer].message = DEH_String("STRIFE  by Rogue entertainment");
+            gameaction = ga_nothing; 
+            break; 
+        case ga_nothing: 
+            break; 
+        } 
     }
     
     // get commands, check consistancy,
     // and build new consistancy check
     buf = (gametic/ticdup)%BACKUPTICS; 
- 
+
     for (i=0 ; i<MAXPLAYERS ; i++)
     {
-	if (playeringame[i]) 
-	{ 
-	    cmd = &players[i].cmd; 
- 
-	    memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t)); 
- 
-	    if (demoplayback)
-		G_ReadDemoTiccmd (cmd); 
-	    if (demorecording)
-		G_WriteDemoTiccmd (cmd);
-	    
-	    // check for turbo cheats
+        if (playeringame[i]) 
+        { 
+            cmd = &players[i].cmd; 
 
+            memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t)); 
+
+            if (demoplayback)
+                G_ReadDemoTiccmd (cmd); 
+            if (demorecording)
+                G_WriteDemoTiccmd (cmd);
+
+            // check for turbo cheats
+
             // check ~ 4 seconds whether to display the turbo message. 
             // store if the turbo threshold was exceeded in any tics
             // over the past 4 seconds.  offset the checking period
@@ -1063,60 +1064,60 @@
                 turbodetected[i] = true;
             }
 
-	    if ((gametic & 31) == 0 
-             && ((gametic >> 5) % MAXPLAYERS) == i
-             && turbodetected[i])
-	    {
-		static char turbomessage[80];
-		extern char *player_names[4];
-		sprintf (turbomessage, "%s is turbo!",player_names[i]);
-		players[consoleplayer].message = turbomessage;
+            if ((gametic & 31) == 0 
+                && ((gametic >> 5) % MAXPLAYERS) == i
+                && turbodetected[i])
+            {
+                static char turbomessage[80];
+                extern char *player_names[4];
+                sprintf (turbomessage, "%s is turbo!",player_names[i]);
+                players[consoleplayer].message = turbomessage;
                 turbodetected[i] = false;
-	    }
-			
-	    if (netgame && !netdemo && !(gametic%ticdup) ) 
-	    { 
-		if (gametic > BACKUPTICS 
-		    && consistancy[i][buf] != cmd->consistancy) 
-		{ 
-		    I_Error ("consistency failure (%i should be %i)",
-			     cmd->consistancy, consistancy[i][buf]); 
-		} 
-		if (players[i].mo) 
-		    consistancy[i][buf] = players[i].mo->x; 
-		else 
-		    consistancy[i][buf] = rndindex; 
-	    } 
-	}
+            }
+
+            if (netgame && !netdemo && !(gametic%ticdup) ) 
+            { 
+                if (gametic > BACKUPTICS 
+                    && consistancy[i][buf] != cmd->consistancy) 
+                { 
+                    I_Error ("consistency failure (%i should be %i)",
+                             cmd->consistancy, consistancy[i][buf]); 
+                } 
+                if (players[i].mo) 
+                    consistancy[i][buf] = players[i].mo->x; 
+                else 
+                    consistancy[i][buf] = rndindex; 
+            } 
+        }
     }
     
     // check for special buttons
     for (i=0 ; i<MAXPLAYERS ; i++)
     {
-	if (playeringame[i]) 
-	{ 
-	    if (players[i].cmd.buttons & BT_SPECIAL) 
-	    { 
-		switch (players[i].cmd.buttons & BT_SPECIALMASK) 
-		{ 
-		  case BTS_PAUSE: 
-		    paused ^= 1; 
-		    if (paused) 
-			S_PauseSound (); 
-		    else 
-			S_ResumeSound (); 
-		    break; 
-					 
-		  case BTS_SAVEGAME: 
-		    if (!savedescription[0]) 
-			strcpy (savedescription, "NET GAME"); 
-		    savegameslot =  
-			(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT; 
-		    gameaction = ga_savegame; 
-		    break; 
-		} 
-	    } 
-	}
+        if (playeringame[i]) 
+        { 
+            if (players[i].cmd.buttons & BT_SPECIAL) 
+            { 
+                switch (players[i].cmd.buttons & BT_SPECIALMASK) 
+                { 
+                case BTS_PAUSE: 
+                    paused ^= 1; 
+                    if (paused) 
+                        S_PauseSound (); 
+                    else 
+                        S_ResumeSound (); 
+                    break; 
+
+                case BTS_SAVEGAME: 
+                    if (!savedescription[0]) 
+                        strcpy (savedescription, "NET GAME"); 
+                    savegameslot =  
+                        (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT; 
+                    gameaction = ga_savegame; 
+                    break; 
+                } 
+            } 
+        }
     }
 
     // Have we just finished displaying an intermission screen?
@@ -1741,20 +1742,18 @@
 // haleyjd 09/28/10: [STRIFE] VERSIONSIZE == 8
 #define VERSIONSIZE             8
 
-
 void G_DoLoadGame (void) 
-{ 
-    int savedleveltime;
+{
+    //int savedleveltime;
 
     gameaction = ga_nothing;
 
-    // STRIFE-TODO: If the file does not exist OR cannot be read in its entirety, 
-    // G_DoLoadLevel is called.
-
     save_stream = fopen(savename, "rb");
 
+    // [STRIFE] If the file does not exist, G_DoLoadLevel is called.
     if (save_stream == NULL)
     {
+        G_DoLoadLevel();
         return;
     }
 
@@ -1766,9 +1765,10 @@
         return;
     }
 
-    savedleveltime = leveltime;
+    // haleyjd: where did this come from? Was this in vanilla? o_O
+    //savedleveltime = leveltime;
     
-    // load a base level 
+    // load a base level
 
     // STRIFE-TODO: ????
     // if(v4)
@@ -1776,7 +1776,11 @@
     // else
     //   G_DoLoadLevel();
  
-    leveltime = savedleveltime;
+    // haleyjd: As above, no clue. leveltime is supposed to be saved into
+    // and restored from savegames, not carried over from whatever level 
+    // was  being previously played. The fact this is here at all is 
+    // bizarre.
+    //leveltime = savedleveltime;
 
     // dearchive all the modifications
     P_UnArchivePlayers (); 
@@ -1992,16 +1996,88 @@
     else
         respawnmonsters = false;
 
-    // STRIFE-TODO: Strife skill level mobjinfo/states tweaking
+    // [STRIFE] Strife skill level mobjinfo/states tweaking
     // BUG: None of this code runs properly when loading save games, so
     // basically it's impossible to play any skill level properly unless
     // you never quit and reload from the command line.
-#if 0
     if(!skill && gameskill)
     {
         // Setting to Baby skill... make things easier.
+
+        // Acolytes walk, attack, and feel pain slower
+        for(i = S_AGRD_13; i <= S_AGRD_23; i++)
+            states[i].tics *= 2; 
+
+        // Reavers attack slower
+        for(i = S_ROB1_10; i <= S_ROB1_15; i++)
+            states[i].tics *= 2;
+
+        // Turrets attack slower
+        for(i = S_TURT_02; i <= S_TURT_03; i++)
+            states[i].tics *= 2;
+
+        // Crusaders attack and feel pain slower
+        for(i = S_ROB2_09; i <= S_ROB2_19; i++)
+            states[i].tics *= 2;
+
+        // Stalkers think, walk, and attack slower
+        for(i = S_SPID_03; i <= S_SPID_10; i++)
+            states[i].tics *= 2;
+
+        // The Bishop's homing missiles are faster (what?? BUG?)
+        mobjinfo[MT_SEEKMISSILE].speed *= 2;
     }
-#endif
+    if(skill && !gameskill)
+    {
+        // Setting a higher skill when previously on baby... make things normal
+
+        // Acolytes
+        for(i = S_AGRD_13; i <= S_AGRD_23; i++)
+            states[i].tics >>= 1; 
+
+        // Reavers
+        for(i = S_ROB1_10; i <= S_ROB1_15; i++)
+            states[i].tics >>= 1;
+
+        // Turrets
+        for(i = S_TURT_02; i <= S_TURT_03; i++)
+            states[i].tics >>= 1;
+
+        // Crusaders
+        for(i = S_ROB2_09; i <= S_ROB2_19; i++)
+            states[i].tics >>= 1;
+
+        // Stalkers
+        for(i = S_SPID_03; i <= S_SPID_10; i++)
+            states[i].tics >>= 1;
+
+        // The Bishop's homing missiles - again, seemingly backward.
+        mobjinfo[MT_SEEKMISSILE].speed >>= 1;
+    }
+    if(fastparm || (skill == sk_nightmare && skill != gameskill))
+    {
+        // BLOODBATH! Make some things super-aggressive.
+        
+        // Acolytes walk, attack, and feel pain twice as fast
+        // (This makes just getting out of the first room almost impossible)
+        for(i = S_AGRD_13; i <= S_AGRD_23; i++)
+            states[i].tics >>= 1;
+
+        // Bishop's homing missiles again get SLOWER and not faster o_O
+        mobjinfo[MT_SEEKMISSILE].speed >>= 1;
+    }
+    else if(skill != sk_nightmare && gameskill == sk_nightmare)
+    {
+        // Setting back to an ordinary skill after being on Bloodbath?
+        // Put stuff back to normal.
+
+        // Acolytes
+        for(i = S_AGRD_13; i <= S_AGRD_23; i++)
+            states[i].tics *= 2;
+
+        // Bishop's homing missiles
+        mobjinfo[MT_SEEKMISSILE].speed *= 2;
+    }
 
     // force players to be initialized upon first level load
     for (i=0 ; i<MAXPLAYERS ; i++) 
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -119,6 +119,8 @@
 
     // villsa [STRIFE] ammo update
     // where's the check for grenades? - haleyjd: verified no switch to grenades
+    //   haleyjd 10/03/10: don't change to electric bow when picking up poison
+    //   arrows.
     if(!player->readyweapon)
     {
         switch(ammo)
@@ -129,7 +131,6 @@
             break;
 
         case am_elecbolts:
-        case am_poisonbolts:
             if(player->weaponowned[wp_elecbow])
                 player->pendingweapon = wp_elecbow;
             break;
--- a/src/strife/r_sky.c
+++ b/src/strife/r_sky.c
@@ -54,7 +54,9 @@
 //
 void R_InitSkyMap (void)
 {
-  // skyflatnum = R_FlatNumForName ( SKYFLATNAME );
-    skytexturemid = 100*FRACUNIT;
+    // haleyjd 10/03/10: [STRIFE] Sky is set here, not in G_DoLoadLevel.
+    // Also skytexturemid changed from 100 to 199.
+    skyflatnum = R_FlatNumForName ( SKYFLATNAME );
+    skytexturemid = 199*FRACUNIT;
 }