ref: 36b34fc966988ff76bd0f93c1e5c2aac00bbdc43
parent: 5e91906781f8783b26a735dc57b17eba2fe9da36
parent: eccc7950039820344a10a3a330ea39637c301370
author: Jonathan Dowland <[email protected]>
date: Sun Jul 24 17:24:00 EDT 2016
Merge pull request #760 from jmtd/defined-random Add m_subrandom.{c,h} and fix P_Random ambiguities
--- a/src/doom/m_random.c
+++ b/src/doom/m_random.c
@@ -63,3 +63,10 @@
{
rndindex = prndindex = 0;
}
+
+// inspired by the same routine in Eternity, thanks haleyjd
+int P_SubRandom (void)
+{
+ int r = P_Random();
+ return r - P_Random();
+}
--- a/src/doom/m_random.h
+++ b/src/doom/m_random.h
@@ -24,7 +24,6 @@
#include "doomtype.h"
-
// Returns a number from 0 to 255,
// from a lookup table.
int M_Random (void);
@@ -35,5 +34,7 @@
// Fix randoms for demos.
void M_ClearRandom (void);
+// Defined version of P_Random() - P_Random()
+int P_SubRandom (void);
#endif
--- a/src/doom/p_enemy.c
+++ b/src/doom/p_enemy.c
@@ -777,7 +777,7 @@
actor->target->y);
if (actor->target->flags & MF_SHADOW)
- actor->angle += (P_Random()-P_Random())<<21;
+ actor->angle += P_SubRandom() << 21;
}
@@ -798,7 +798,7 @@
slope = P_AimLineAttack (actor, angle, MISSILERANGE);
S_StartSound (actor, sfx_pistol);
- angle += (P_Random()-P_Random())<<20;
+ angle += P_SubRandom() << 20;
damage = ((P_Random()%5)+1)*3;
P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
}
@@ -821,7 +821,7 @@
for (i=0 ; i<3 ; i++)
{
- angle = bangle + ((P_Random()-P_Random())<<20);
+ angle = bangle + (P_SubRandom() << 20);
damage = ((P_Random()%5)+1)*3;
P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
}
@@ -842,7 +842,7 @@
bangle = actor->angle;
slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
- angle = bangle + ((P_Random()-P_Random())<<20);
+ angle = bangle + (P_SubRandom() << 20);
damage = ((P_Random()%5)+1)*3;
P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
}
@@ -1877,7 +1877,7 @@
int z;
mobj_t* th;
- x = mo->x + (P_Random () - P_Random ())*2048;
+ x = mo->x + P_SubRandom() * 2048;
y = mo->y;
z = 128 + P_Random()*2*FRACUNIT;
th = P_SpawnMobj (x,y,z, MT_ROCKET);
--- a/src/doom/p_map.c
+++ b/src/doom/p_map.c
@@ -1351,8 +1351,8 @@
thing->y,
thing->z + thing->height/2, MT_BLOOD);
- mo->momx = (P_Random() - P_Random ())<<12;
- mo->momy = (P_Random() - P_Random ())<<12;
+ mo->momx = P_SubRandom() << 12;
+ mo->momy = P_SubRandom() << 12;
}
// keep checking (crush other things)
--- a/src/doom/p_mobj.c
+++ b/src/doom/p_mobj.c
@@ -867,7 +867,7 @@
{
mobj_t* th;
- z += ((P_Random()-P_Random())<<10);
+ z += (P_SubRandom() << 10);
th = P_SpawnMobj (x,y,z, MT_PUFF);
th->momz = FRACUNIT;
@@ -895,7 +895,7 @@
{
mobj_t* th;
- z += ((P_Random()-P_Random())<<10);
+ z += (P_SubRandom() << 10);
th = P_SpawnMobj (x,y,z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random()&3;
@@ -980,7 +980,7 @@
// fuzzy player
if (dest->flags & MF_SHADOW)
- an += (P_Random()-P_Random())<<20;
+ an += P_SubRandom() << 20;
th->angle = an;
an >>= ANGLETOFINESHIFT;
--- a/src/doom/p_pspr.c
+++ b/src/doom/p_pspr.c
@@ -470,7 +470,7 @@
damage *= 10;
angle = player->mo->angle;
- angle += (P_Random()-P_Random())<<18;
+ angle += P_SubRandom() << 18;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
@@ -500,7 +500,7 @@
damage = 2*(P_Random ()%10+1);
angle = player->mo->angle;
- angle += (P_Random()-P_Random())<<18;
+ angle += P_SubRandom() << 18;
// use meleerange + 1 se the puff doesn't skip the flash
slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
@@ -643,7 +643,7 @@
angle = mo->angle;
if (!accurate)
- angle += (P_Random()-P_Random())<<18;
+ angle += P_SubRandom() << 18;
P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
}
@@ -726,11 +726,11 @@
{
damage = 5*(P_Random ()%3+1);
angle = player->mo->angle;
- angle += (P_Random()-P_Random())<<ANGLETOFINESHIFT;
+ angle += P_SubRandom() << ANGLETOFINESHIFT;
P_LineAttack (player->mo,
angle,
MISSILERANGE,
- bulletslope + ((P_Random()-P_Random())<<5), damage);
+ bulletslope + (P_SubRandom() << 5), damage);
}
}
--- a/src/heretic/m_random.c
+++ b/src/heretic/m_random.c
@@ -68,3 +68,9 @@
rndindex = prndindex = 0;
}
+// inspired by the same routine in Eternity, thanks haleyjd
+int P_SubRandom (void)
+{
+ int r = P_Random();
+ return r - P_Random();
+}
--- a/src/heretic/m_random.h
+++ b/src/heretic/m_random.h
@@ -30,5 +30,8 @@
extern int rndindex;
+// Defined version of P_Random() - P_Random()
+int P_SubRandom (void);
+
#endif // HERETIC_M_RANDOM_H
--- a/src/heretic/p_enemy.c
+++ b/src/heretic/p_enemy.c
@@ -813,7 +813,7 @@
actor->target->y);
if (actor->target->flags & MF_SHADOW)
{ // Target is a ghost
- actor->angle += (P_Random() - P_Random()) << 21;
+ actor->angle += P_SubRandom() << 21;
}
}
@@ -840,12 +840,16 @@
void A_DripBlood(mobj_t * actor)
{
mobj_t *mo;
+ int r1,r2;
- mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 11),
- actor->y + ((P_Random() - P_Random()) << 11), actor->z,
+ r1 = P_SubRandom();
+ r2 = P_SubRandom();
+
+ mo = P_SpawnMobj(actor->x + (r1 << 11),
+ actor->y + (r2 << 11), actor->z,
MT_BLOOD);
- mo->momx = (P_Random() - P_Random()) << 10;
- mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momx = P_SubRandom() << 10;
+ mo->momy = P_SubRandom() << 10;
mo->flags2 |= MF2_LOGRAV;
}
@@ -889,12 +893,12 @@
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK1);
- mo->momx = (P_Random() - P_Random()) << 10;
- mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momx = P_SubRandom() << 10;
+ mo->momy = P_SubRandom() << 10;
mo->momz = 9 * FRACUNIT;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK2);
- mo->momx = (P_Random() - P_Random()) << 10;
- mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momx = P_SubRandom() << 10;
+ mo->momy = P_SubRandom() << 10;
mo->momz = 9 * FRACUNIT;
if (actor->special1.i == 666)
{ // Extreme death crash
@@ -912,9 +916,13 @@
{
if (P_Random() > 64)
{
- P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
- actor->y + ((P_Random() - P_Random()) << 10),
- actor->z + ((P_Random() - P_Random()) << 10), MT_PUFFY);
+ int r1,r2,r3;
+ r1 = P_SubRandom();
+ r2 = P_SubRandom();
+ r3 = P_SubRandom();
+ P_SpawnMobj(actor->x + (r1 << 10),
+ actor->y + (r2 << 10),
+ actor->z + (r3 << 10), MT_PUFFY);
}
}
@@ -1179,8 +1187,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z + 20 * FRACUNIT,
MT_FEATHER);
mo->target = actor;
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = FRACUNIT + (P_Random() << 9);
P_SetMobjState(mo, S_FEATHER1 + (P_Random() & 7));
}
@@ -1475,8 +1483,8 @@
for (i = 0; i < 2; i++)
{
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SOR2FXSPARK);
- mo->momx = (P_Random() - P_Random()) << 9;
- mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momx = P_SubRandom() << 9;
+ mo->momy = P_SubRandom() << 9;
mo->momz = FRACUNIT + (P_Random() << 8);
}
}
@@ -1755,10 +1763,14 @@
void A_MntrFloorFire(mobj_t * actor)
{
mobj_t *mo;
+ int r1, r2;
+ r1 = P_SubRandom();
+ r2 = P_SubRandom();
+
actor->z = actor->floorz;
- mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
- actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ,
+ mo = P_SpawnMobj(actor->x + (r1 << 10),
+ actor->y + (r2 << 10), ONFLOORZ,
MT_MNTRFX3);
mo->target = actor->target;
mo->momx = 1; // Force block checking
@@ -2122,8 +2134,8 @@
}
mo = P_SpawnMobj(source->x, source->y,
source->z + (source->height >> 1), type);
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = FRACUNIT * 5 + (P_Random() << 10);
mo->flags |= MF_DROPPED;
mo->health = special;
@@ -2233,8 +2245,8 @@
goo = P_SpawnMobj(actor->x, actor->y,
actor->z + 48 * FRACUNIT, MT_PODGOO);
goo->target = actor;
- goo->momx = (P_Random() - P_Random()) << 9;
- goo->momy = (P_Random() - P_Random()) << 9;
+ goo->momx = P_SubRandom() << 9;
+ goo->momy = P_SubRandom() << 9;
goo->momz = FRACUNIT / 2 + (P_Random() << 9);
}
}
@@ -2404,8 +2416,10 @@
void A_SpawnTeleGlitter(mobj_t * actor)
{
mobj_t *mo;
+ int r;
- mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ r = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r & 31) - 16) * FRACUNIT,
actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER);
mo->momz = FRACUNIT / 4;
@@ -2420,8 +2434,10 @@
void A_SpawnTeleGlitter2(mobj_t * actor)
{
mobj_t *mo;
+ int r;
- mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ r = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r & 31) - 16) * FRACUNIT,
actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER2);
mo->momz = FRACUNIT / 4;
@@ -2560,8 +2576,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48 * FRACUNIT,
MT_BLOODYSKULL);
//mo->target = actor;
- mo->momx = (P_Random() - P_Random()) << 9;
- mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momx = P_SubRandom() << 9;
+ mo->momy = P_SubRandom() << 9;
mo->momz = FRACUNIT * 2 + (P_Random() << 6);
// Attach player mobj to bloody skull
player = actor->player;
--- a/src/heretic/p_inter.c
+++ b/src/heretic/p_inter.c
@@ -988,9 +988,9 @@
{
int randVal;
- target->angle += (P_Random() - P_Random()) << 20;
- target->momx += (P_Random() - P_Random()) << 10;
- target->momy += (P_Random() - P_Random()) << 10;
+ target->angle += P_SubRandom() << 20;
+ target->momx += P_SubRandom() << 10;
+ target->momy += P_SubRandom() << 10;
if (leveltime & 16 && !(target->flags2 & MF2_BOSS))
{
randVal = P_Random();
--- a/src/heretic/p_map.c
+++ b/src/heretic/p_map.c
@@ -1656,8 +1656,8 @@
// spray blood in a random direction
mo = P_SpawnMobj(thing->x, thing->y, thing->z + thing->height / 2,
MT_BLOOD);
- mo->momx = (P_Random() - P_Random()) << 12;
- mo->momy = (P_Random() - P_Random()) << 12;
+ mo->momx = P_SubRandom() << 12;
+ mo->momy = P_SubRandom() << 12;
}
return true; // keep checking (crush other things)
--- a/src/heretic/p_mobj.c
+++ b/src/heretic/p_mobj.c
@@ -1192,7 +1192,7 @@
{
mobj_t *puff;
- z += ((P_Random() - P_Random()) << 10);
+ z += (P_SubRandom() << 10);
puff = P_SpawnMobj(x, y, z, PuffType);
if (puff->info->attacksound)
{
@@ -1225,7 +1225,7 @@
{
mobj_t *th;
- z += ((P_Random()-P_Random())<<10);
+ z += (P_SubRandom()<<10);
th = P_SpawnMobj (x,y,z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random()&3;
@@ -1249,8 +1249,8 @@
mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
mo->target = originator;
- mo->momx = (P_Random() - P_Random()) << 9;
- mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momx = P_SubRandom() << 9;
+ mo->momy = P_SubRandom() << 9;
mo->momz = FRACUNIT * 2;
}
@@ -1265,9 +1265,9 @@
mobj_t *th;
fixed_t x, y, z;
- x = mo->x + ((P_Random() - P_Random()) << 12);
- y = mo->y + ((P_Random() - P_Random()) << 12);
- z = mo->z + ((P_Random() - P_Random()) << 12);
+ x = mo->x + (P_SubRandom() << 12);
+ y = mo->y + (P_SubRandom() << 12);
+ z = mo->z + (P_SubRandom() << 12);
th = P_SpawnMobj(x, y, z, MT_BLOOD);
th->flags |= MF_NOGRAVITY;
th->momx = mo->momx >> 1;
@@ -1317,8 +1317,8 @@
P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
mo->target = thing;
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = 2 * FRACUNIT + (P_Random() << 8);
S_StartSound(mo, sfx_gloop);
return (FLOOR_WATER);
@@ -1332,8 +1332,8 @@
P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
mo->target = thing;
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = FRACUNIT + (P_Random() << 8);
return (FLOOR_SLUDGE);
}
@@ -1414,7 +1414,7 @@
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
- an += (P_Random() - P_Random()) << 21;
+ an += P_SubRandom() << 21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
--- a/src/heretic/p_pspr.c
+++ b/src/heretic/p_pspr.c
@@ -896,7 +896,7 @@
damage = 5 + (P_Random() & 15);
angle = player->mo->angle;
- angle += (P_Random() - P_Random()) << 18;
+ angle += P_SubRandom() << 18;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
PuffType = MT_STAFFPUFF;
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
@@ -925,7 +925,7 @@
// P_inter.c:P_DamageMobj() handles target momentums
damage = 18 + (P_Random() & 63);
angle = player->mo->angle;
- angle += (P_Random() - P_Random()) << 18;
+ angle += P_SubRandom() << 18;
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
PuffType = MT_STAFFPUFF2;
P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
@@ -959,7 +959,7 @@
angle = mo->angle;
if (player->refire)
{
- angle += (P_Random() - P_Random()) << 18;
+ angle += P_SubRandom() << 18;
}
PuffType = MT_BLASTERPUFF1;
P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
@@ -1005,7 +1005,7 @@
angle = mo->angle;
if (player->refire)
{
- angle += (P_Random() - P_Random()) << 18;
+ angle += P_SubRandom() << 18;
}
PuffType = MT_GOLDWANDPUFF1;
P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
@@ -1397,8 +1397,8 @@
if (P_Random() > 50)
{
spark = P_SpawnMobj(bolt->x, bolt->y, bolt->z, MT_CRBOWFX4);
- spark->x += (P_Random() - P_Random()) << 10;
- spark->y += (P_Random() - P_Random()) << 10;
+ spark->x += P_SubRandom() << 10;
+ spark->y += P_SubRandom() << 10;
}
}
@@ -1696,8 +1696,8 @@
}
pmo = player->mo;
angle = pmo->angle;
- x = pmo->x + ((P_Random() - P_Random()) << 9);
- y = pmo->y + ((P_Random() - P_Random()) << 9);
+ x = pmo->x + (P_SubRandom() << 9);
+ y = pmo->y + (P_SubRandom() << 9);
z = pmo->z + 26 * FRACUNIT + ((player->lookdir) << FRACBITS) / 173;
if (pmo->flags2 & MF2_FEETARECLIPPED)
{
@@ -1773,7 +1773,7 @@
{
damage = HITDICE(2);
dist = 4 * MELEERANGE;
- angle += (P_Random() - P_Random()) << 17;
+ angle += P_SubRandom() << 17;
PuffType = MT_GAUNTLETPUFF2;
}
else
@@ -1780,7 +1780,7 @@
{
damage = HITDICE(2);
dist = MELEERANGE + 1;
- angle += (P_Random() - P_Random()) << 18;
+ angle += P_SubRandom() << 18;
PuffType = MT_GAUNTLETPUFF1;
}
slope = P_AimLineAttack(player->mo, angle, dist);
--- a/src/heretic/p_user.c
+++ b/src/heretic/p_user.c
@@ -421,7 +421,7 @@
pmo = player->mo;
if (!(pmo->momx + pmo->momy) && P_Random() < 160)
{ // Twitch view angle
- pmo->angle += (P_Random() - P_Random()) << 19;
+ pmo->angle += P_SubRandom() << 19;
}
if ((pmo->z <= pmo->floorz) && (P_Random() < 32))
{ // Jump and noise
--- a/src/hexen/a_action.c
+++ b/src/hexen/a_action.c
@@ -126,11 +126,14 @@
void A_DripBlood(mobj_t *actor)
{
mobj_t *mo;
+ int r;
- mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11),
- actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD);
- mo->momx = (P_Random()-P_Random())<<10;
- mo->momy = (P_Random()-P_Random())<<10;
+ r = P_SubRandom();
+
+ mo = P_SpawnMobj(actor->x+(r<<11),
+ actor->y+(P_SubRandom()<<11), actor->z, MT_BLOOD);
+ mo->momx = P_SubRandom()<<10;
+ mo->momy = P_SubRandom()<<10;
mo->flags2 |= MF2_LOGRAV;
}
*/
@@ -153,8 +156,8 @@
if (mo)
{
mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momx = P_SubRandom() << (FRACBITS - 6);
+ mo->momy = P_SubRandom() << (FRACBITS - 6);
}
}
S_StartSound(mo, SFX_POTTERY_EXPLODE);
@@ -265,8 +268,8 @@
if (mo)
{
mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momx = P_SubRandom() << (FRACBITS - 6);
+ mo->momy = P_SubRandom() << (FRACBITS - 6);
}
}
// Spawn a skull
@@ -275,8 +278,8 @@
if (mo)
{
mo->momz = ((P_Random() & 7) + 5) * (3 * FRACUNIT / 4);
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momx = P_SubRandom() << (FRACBITS - 6);
+ mo->momy = P_SubRandom() << (FRACBITS - 6);
S_StartSound(mo, SFX_FIRED_DEATH);
}
P_RemoveMobj(actor);
@@ -300,8 +303,8 @@
// see ISO-IEC 9899-1999, [6.5.2.2.10]
mobjtype_t type = MT_LEAF1 + (P_Random() & 1);
fixed_t z = actor->z + (P_Random() << 14);
- fixed_t y = actor->y + ((P_Random() - P_Random()) << 14);
- fixed_t x = actor->x + ((P_Random() - P_Random()) << 14);
+ fixed_t y = actor->y + (P_SubRandom() << 14);
+ fixed_t x = actor->x + (P_SubRandom() << 14);
mo = P_SpawnMobj(x, y, z, type);
if (mo)
@@ -1040,8 +1043,8 @@
angle = P_Random() << 5; // <<24 >>19
x = actor->x + FixedMul(radius, finecosine[angle]);
y = actor->y + FixedMul(radius, finesine[angle]);
-// x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS;
-// y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius);
+// x = actor->x + (P_SubRandom()%radius)<<FRACBITS;
+// y = actor->y + ((P_SubRandom()<<FRACBITS)%radius);
z = actor->z + (P_Random() << 9) + FRACUNIT;
switch (P_Random() % 6)
{
@@ -1165,19 +1168,23 @@
{
mobj_t *mo;
int i;
+ int r1,r2,r3;
for (i = 0; i < 10; i++)
{
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
- actor->y + ((P_Random() - 128) << 12),
- actor->z + (P_Random() * actor->height / 256),
+ r1 = P_Random();
+ r2 = P_Random();
+ r3 = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r1 - 128) << 12),
+ actor->y + ((r2 - 128) << 12),
+ actor->z + (r3 * actor->height / 256),
MT_ZARMORCHUNK);
P_SetMobjState(mo, mo->info->spawnstate + i);
if (mo)
{
mo->momz = ((P_Random() & 7) + 5) * FRACUNIT;
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 6);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 6);
+ mo->momx = P_SubRandom() << (FRACBITS - 6);
+ mo->momy = P_SubRandom() << (FRACBITS - 6);
}
}
if (actor->args[0])
--- a/src/hexen/m_random.c
+++ b/src/hexen/m_random.c
@@ -72,3 +72,9 @@
rndindex = prndindex = 0;
}
+// inspired by the same routine in Eternity, thanks haleyjd
+int P_SubRandom (void)
+{
+ int r = P_Random();
+ return r - P_Random();
+}
--- a/src/hexen/m_random.h
+++ b/src/hexen/m_random.h
@@ -30,5 +30,8 @@
extern int rndindex;
+// Defined version of P_Random() - P_Random()
+int P_SubRandom (void);
+
#endif // HEXEN_M_RANDOM_H
--- a/src/hexen/p_enemy.c
+++ b/src/hexen/p_enemy.c
@@ -820,7 +820,7 @@
actor->target->y);
if (actor->target->flags & MF_SHADOW)
{ // Target is a ghost
- actor->angle += (P_Random() - P_Random()) << 21;
+ actor->angle += P_SubRandom() << 21;
}
}
@@ -1481,10 +1481,13 @@
void A_MntrFloorFire(mobj_t * actor)
{
mobj_t *mo;
+ int r;
+ r = P_SubRandom();
+
actor->z = actor->floorz;
- mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
- actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ,
+ mo = P_SpawnMobj(actor->x + (r << 10),
+ actor->y + (P_SubRandom() << 10), ONFLOORZ,
MT_MNTRFX3);
mo->target = actor->target;
mo->momx = 1; // Force block checking
@@ -1597,8 +1600,8 @@
}
mo = P_SpawnMobj(source->x, source->y,
source->z+(source->height>>1), type);
- mo->momx = (P_Random()-P_Random())<<8;
- mo->momy = (P_Random()-P_Random())<<8;
+ mo->momx = P_SubRandom()<<8;
+ mo->momy = P_SubRandom()<<8;
mo->momz = FRACUNIT*5+(P_Random()<<10);
mo->flags2 |= MF2_DROPPED;
mo->health = special;
@@ -1773,8 +1776,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48 * FRACUNIT,
MT_BLOODYSKULL);
//mo->target = actor;
- mo->momx = (P_Random() - P_Random()) << 9;
- mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momx = P_SubRandom() << 9;
+ mo->momy = P_SubRandom() << 9;
mo->momz = FRACUNIT * 2 + (P_Random() << 6);
// Attach player mobj to bloody skull
player = actor->player;
@@ -2408,8 +2411,9 @@
void A_SerpentSpawnGibs(mobj_t * actor)
{
mobj_t *mo;
+ int r = P_Random();
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ mo = P_SpawnMobj(actor->x + ((r - 128) << 12),
actor->y + ((P_Random() - 128) << 12),
actor->floorz + FRACUNIT, MT_SERPENT_GIB1);
if (mo)
@@ -2418,7 +2422,8 @@
mo->momy = (P_Random() - 128) << 6;
mo->floorclip = 6 * FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ r = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r - 128) << 12),
actor->y + ((P_Random() - 128) << 12),
actor->floorz + FRACUNIT, MT_SERPENT_GIB2);
if (mo)
@@ -2427,7 +2432,8 @@
mo->momy = (P_Random() - 128) << 6;
mo->floorclip = 6 * FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
+ r = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r - 128) << 12),
actor->y + ((P_Random() - 128) << 12),
actor->floorz + FRACUNIT, MT_SERPENT_GIB3);
if (mo)
@@ -2779,6 +2785,7 @@
void A_BishopPainBlur(mobj_t * actor)
{
mobj_t *mo;
+ int r1,r2,r3;
if (P_Random() < 64)
{
@@ -2785,9 +2792,14 @@
P_SetMobjState(actor, S_BISHOP_BLUR1);
return;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 12), actor->y
- + ((P_Random() - P_Random()) << 12),
- actor->z + ((P_Random() - P_Random()) << 11),
+
+ r1 = P_SubRandom();
+ r2 = P_SubRandom();
+ r3 = P_SubRandom();
+
+ mo = P_SpawnMobj(actor->x + (r1 << 12), actor->y
+ + (r2 << 12),
+ actor->z + (r3 << 11),
MT_BISHOPPAINBLUR);
if (mo)
{
@@ -3027,14 +3039,18 @@
{
mobj_t *mo;
int i;
+ int r1,r2,r3;
int delay;
delay = 16 + (P_Random() >> 3);
for (i = 1 + (P_Random() & 3); i; i--)
{
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 14),
- actor->y + ((P_Random() - 128) << 14),
- actor->z + ((P_Random() - 128) << 12),
+ r1 = P_Random();
+ r2 = P_Random();
+ r3 = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r1 - 128) << 14),
+ actor->y + ((r2 - 128) << 14),
+ actor->z + ((r3 - 128) << 12),
MT_DRAGON_FX2);
if (mo)
{
@@ -4764,7 +4780,8 @@
void A_FreezeDeath(mobj_t * actor)
{
- actor->tics = 75 + P_Random() + P_Random();
+ int r = P_Random();
+ actor->tics = 75 + r + P_Random();
actor->flags |= MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD;
actor->flags2 |= MF2_PUSHABLE | MF2_TELESTOMP | MF2_PASSMOBJ | MF2_SLIDE;
actor->height <<= 2;
@@ -4832,6 +4849,7 @@
void A_FreezeDeathChunks(mobj_t * actor)
{
int i;
+ int r1,r2,r3;
mobj_t *mo;
if (actor->momx || actor->momy || actor->momz)
@@ -4843,35 +4861,41 @@
for (i = 12 + (P_Random() & 15); i >= 0; i--)
{
+ r1 = P_Random();
+ r2 = P_Random();
+ r3 = P_Random();
mo = P_SpawnMobj(actor->x +
- (((P_Random() - 128) * actor->radius) >> 7),
+ (((r1 - 128) * actor->radius) >> 7),
actor->y +
- (((P_Random() - 128) * actor->radius) >> 7),
- actor->z + (P_Random() * actor->height / 255),
+ (((r2 - 128) * actor->radius) >> 7),
+ actor->z + (r3 * actor->height / 255),
MT_ICECHUNK);
P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
if (mo)
{
mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momx = P_SubRandom() << (FRACBITS - 7);
+ mo->momy = P_SubRandom() << (FRACBITS - 7);
A_IceSetTics(mo); // set a random tic wait
}
}
for (i = 12 + (P_Random() & 15); i >= 0; i--)
{
+ r1 = P_Random();
+ r2 = P_Random();
+ r3 = P_Random();
mo = P_SpawnMobj(actor->x +
- (((P_Random() - 128) * actor->radius) >> 7),
+ (((r1 - 128) * actor->radius) >> 7),
actor->y +
- (((P_Random() - 128) * actor->radius) >> 7),
- actor->z + (P_Random() * actor->height / 255),
+ (((r2 - 128) * actor->radius) >> 7),
+ actor->z + (r3 * actor->height / 255),
MT_ICECHUNK);
P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 3));
if (mo)
{
mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momx = P_SubRandom() << (FRACBITS - 7);
+ mo->momy = P_SubRandom() << (FRACBITS - 7);
A_IceSetTics(mo); // set a random tic wait
}
}
@@ -4881,8 +4905,8 @@
MT_ICECHUNK);
P_SetMobjState(mo, S_ICECHUNK_HEAD);
mo->momz = FixedDiv(mo->z - actor->z, actor->height) << 2;
- mo->momx = (P_Random() - P_Random()) << (FRACBITS - 7);
- mo->momy = (P_Random() - P_Random()) << (FRACBITS - 7);
+ mo->momx = P_SubRandom() << (FRACBITS - 7);
+ mo->momy = P_SubRandom() << (FRACBITS - 7);
mo->flags2 |= MF2_ICEDAMAGE; // used to force blue palette
mo->flags2 &= ~MF2_FLOORCLIP;
mo->player = actor->player;
--- a/src/hexen/p_map.c
+++ b/src/hexen/p_map.c
@@ -2277,8 +2277,8 @@
{
mo = P_SpawnMobj(thing->x, thing->y, thing->z + thing->height / 2,
MT_BLOOD);
- mo->momx = (P_Random() - P_Random()) << 12;
- mo->momy = (P_Random() - P_Random()) << 12;
+ mo->momx = P_SubRandom() << 12;
+ mo->momy = P_SubRandom() << 12;
}
}
--- a/src/hexen/p_mobj.c
+++ b/src/hexen/p_mobj.c
@@ -1755,7 +1755,7 @@
{
mobj_t *puff;
- z += ((P_Random() - P_Random()) << 10);
+ z += (P_SubRandom() << 10);
puff = P_SpawnMobj(x, y, z, PuffType);
if (linetarget && puff->info->seesound)
{ // Hit thing sound
@@ -1792,7 +1792,7 @@
{
mobj_t *th;
- z += ((P_Random()-P_Random())<<10);
+ z += (P_SubRandom()<<10);
th = P_SpawnMobj (x,y,z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random()&3;
@@ -1816,8 +1816,8 @@
mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
mo->target = originator;
- mo->momx = (P_Random() - P_Random()) << 10;
- mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momx = P_SubRandom() << 10;
+ mo->momy = P_SubRandom() << 10;
mo->momz = 3 * FRACUNIT;
}
@@ -1847,9 +1847,9 @@
mobj_t *th;
fixed_t x, y, z;
- x = mo->x + ((P_Random() - P_Random()) << 12);
- y = mo->y + ((P_Random() - P_Random()) << 12);
- z = mo->z + ((P_Random() - P_Random()) << 12);
+ x = mo->x + (P_SubRandom() << 12);
+ y = mo->y + (P_SubRandom() << 12);
+ z = mo->z + (P_SubRandom() << 12);
th = P_SpawnMobj(x, y, z, MT_BLOOD);
// th->flags |= MF_NOGRAVITY;
th->momx = mo->momx >> 1;
@@ -1935,8 +1935,8 @@
{
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
mo->target = thing;
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = 2 * FRACUNIT + (P_Random() << 8);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
if (thing->player)
@@ -1978,8 +1978,8 @@
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
MT_SLUDGECHUNK);
mo->target = thing;
- mo->momx = (P_Random() - P_Random()) << 8;
- mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momx = P_SubRandom() << 8;
+ mo->momy = P_SubRandom() << 8;
mo->momz = FRACUNIT + (P_Random() << 8);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
MT_SLUDGESPLASH);
@@ -2066,7 +2066,7 @@
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
- an += (P_Random() - P_Random()) << 21;
+ an += P_SubRandom() << 21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
@@ -2108,7 +2108,7 @@
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
- an += (P_Random() - P_Random()) << 21;
+ an += P_SubRandom() << 21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
@@ -2449,7 +2449,7 @@
an = R_PointToAngle2(x, y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
- an += (P_Random() - P_Random()) << 21;
+ an += P_SubRandom() << 21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
--- a/src/hexen/p_pspr.c
+++ b/src/hexen/p_pspr.c
@@ -861,12 +861,16 @@
void A_FSwordFlames(mobj_t * actor)
{
int i;
+ int r1,r2,r3;
for (i = 1 + (P_Random() & 3); i; i--)
{
- P_SpawnMobj(actor->x + ((P_Random() - 128) << 12), actor->y
- + ((P_Random() - 128) << 12),
- actor->z + ((P_Random() - 128) << 11), MT_FSWORD_FLAME);
+ r1 = P_Random();
+ r2 = P_Random();
+ r3 = P_Random();
+ P_SpawnMobj(actor->x + ((r1 - 128) << 12), actor->y
+ + ((r2 - 128) << 12),
+ actor->z + ((r3 - 128) << 11), MT_FSWORD_FLAME);
}
}
@@ -979,6 +983,7 @@
{
mobj_t *mo;
fixed_t deltaZ;
+ int r1,r2;
A_LightningClip(actor);
@@ -996,8 +1001,10 @@
{
deltaZ = -10 * FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) * actor->radius / 256),
- actor->y + ((P_Random() - 128) * actor->radius / 256),
+ r1 = P_Random();
+ r2 = P_Random();
+ mo = P_SpawnMobj(actor->x + ((r1 - 128) * actor->radius / 256),
+ actor->y + ((r2 - 128) * actor->radius / 256),
actor->z + deltaZ, MT_LIGHTNING_ZAP);
if (mo)
{
@@ -1388,8 +1395,10 @@
int slope;
int i;
int useMana;
+ int r;
- damage = 40 + (P_Random() & 15) + (P_Random() & 7);
+ r = P_Random();
+ damage = 40 + (r & 15) + (P_Random() & 7);
power = 0;
if (player->mana[MANA_1] > 0)
{
@@ -1741,7 +1750,7 @@
angle = pmo->angle;
if(player->refire)
{
- angle += (P_Random()-P_Random())<<17;
+ angle += P_SubRandom()<<17;
}
P_AimLineAttack(pmo, angle, CFLAMERANGE); // Correctly set linetarget
if(!linetarget)
@@ -1851,6 +1860,7 @@
{
int j;
int i;
+ int r;
mobj_t *mo;
mobj_t *tail, *next;
@@ -1873,8 +1883,9 @@
mo->special2.i = (32 + (P_Random() & 7)) << 16; // lower-left
break;
case 3:
+ r = P_Random();
mo->special2.i =
- ((32 + (P_Random() & 7)) << 16) + 32 + (P_Random() & 7);
+ ((32 + (r & 7)) << 16) + 32 + (P_Random() & 7);
break;
}
mo->z = actor->z;