ref: 7604a0956a73158e0f19a9437307556bc9b4ba56
parent: 71f19d8d1ff5b914ac3871d6f740aaff00db82aa
author: James Haley <[email protected]>
date: Wed Feb 23 04:25:47 EST 2011
Removed all dead code containing P_Random calls to avoid false hits in list, removed all remaining order-of-evaluation portability problems, and heavily altered behavior of T_FireFlicker thinkers to match the binary (had no clue they changed this previously!). Subversion-branch: /branches/strife-branch Subversion-revision: 2274
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -878,12 +878,7 @@
}
}
- // villsa [STRIFE] unused
- /*
- target->tics -= P_Random()&3;
- if (target->tics < 1)
- target->tics = 1;
- */
+ // villsa [STRIFE] no death tics randomization
// Drop stuff.
// villsa [STRIFE] get item from dialog target
--- a/src/strife/p_lights.c
+++ b/src/strife/p_lights.c
@@ -44,21 +44,25 @@
//
// T_FireFlicker
//
+// [STRIFE]
+// haleyjd 2011023: Changes to amount and duration of flicker
+//
void T_FireFlicker (fireflicker_t* flick)
{
int amount;
-
+
if (--flick->count)
- return;
-
- amount = (P_Random()&3)*16;
-
+ return;
+
+ amount = (P_Random() & 3) * 8; // [STRIFE] 16 -> 8
+
if (flick->sector->lightlevel - amount < flick->minlight)
- flick->sector->lightlevel = flick->minlight;
+ flick->sector->lightlevel = flick->minlight;
else
- flick->sector->lightlevel = flick->maxlight - amount;
+ flick->sector->lightlevel = flick->maxlight - amount;
- flick->count = 4;
+ // [STRIFE] flicker count made random!
+ flick->count = (P_Random() & 3) + 1;
}
@@ -66,14 +70,17 @@
//
// P_SpawnFireFlicker
//
-void P_SpawnFireFlicker (sector_t* sector)
+// [STRIFE]
+// haleyjd 2011023: Changes to minimum light level and initial duration
+//
+void P_SpawnFireFlicker (sector_t* sector)
{
- fireflicker_t* flick;
-
+ fireflicker_t* flick;
+
// Note that we are resetting sector attributes.
// Nothing special about it during gameplay.
sector->special = 0;
-
+
flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
P_AddThinker (&flick->thinker);
@@ -81,8 +88,8 @@
flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
flick->sector = sector;
flick->maxlight = sector->lightlevel;
- flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
- flick->count = 4;
+ flick->minlight = sector->lightlevel - 32; // [STRIFE] changed from min surrounding+16
+ flick->count = 2; // [STRIFE]: Initial count 4 -> 2
}
@@ -96,22 +103,23 @@
// T_LightFlash
// Do flashing lights.
//
+// [STRIFE] Verified unmodified
+//
void T_LightFlash (lightflash_t* flash)
{
if (--flash->count)
- return;
-
+ return;
+
if (flash->sector->lightlevel == flash->maxlight)
{
- flash-> sector->lightlevel = flash->minlight;
- flash->count = (P_Random()&flash->mintime)+1;
+ flash->sector->lightlevel = flash->minlight;
+ flash->count = (P_Random()&flash->mintime)+1;
}
else
{
- flash-> sector->lightlevel = flash->maxlight;
- flash->count = (P_Random()&flash->maxtime)+1;
+ flash->sector->lightlevel = flash->maxlight;
+ flash->count = (P_Random()&flash->maxtime)+1;
}
-
}
@@ -122,13 +130,15 @@
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
+// [STRIFE] Verified unmodified
+//
void P_SpawnLightFlash (sector_t* sector)
{
lightflash_t* flash;
// nothing special about it during gameplay
- sector->special = 0;
-
+ sector->special = 0;
+
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker);
@@ -153,22 +163,23 @@
//
// T_StrobeFlash
//
-void T_StrobeFlash (strobe_t* flash)
+// [STRIFE] Verified unmodified
+//
+void T_StrobeFlash (strobe_t* flash)
{
if (--flash->count)
- return;
-
+ return;
+
if (flash->sector->lightlevel == flash->minlight)
{
- flash-> sector->lightlevel = flash->maxlight;
- flash->count = flash->brighttime;
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = flash->brighttime;
}
else
{
- flash-> sector->lightlevel = flash->minlight;
- flash->count =flash->darktime;
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count =flash->darktime;
}
-
}
@@ -178,14 +189,16 @@
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
+// [STRIFE] Verified unmodified
+//
void
P_SpawnStrobeFlash
-( sector_t* sector,
- int fastOrSlow,
- int inSync )
+( sector_t* sector,
+ int fastOrSlow,
+ int inSync )
{
- strobe_t* flash;
-
+ strobe_t* flash;
+
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker);
@@ -196,17 +209,17 @@
flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
flash->maxlight = sector->lightlevel;
flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
-
+
if (flash->minlight == flash->maxlight)
- flash->minlight = 0;
+ flash->minlight = 0;
// nothing special about it during gameplay
- sector->special = 0;
+ sector->special = 0;
if (!inSync)
- flash->count = (P_Random()&7)+1;
+ flash->count = (P_Random()&7)+1;
else
- flash->count = 1;
+ flash->count = 1;
}
@@ -213,19 +226,21 @@
//
// Start strobing lights (usually from a trigger)
//
-void EV_StartLightStrobing(line_t* line)
+// [STRIFE] Verified unmodified
+//
+void EV_StartLightStrobing(line_t* line)
{
- int secnum;
- sector_t* sec;
-
+ int secnum;
+ sector_t* sec;
+
secnum = -1;
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
- sec = §ors[secnum];
- if (sec->specialdata)
- continue;
-
- P_SpawnStrobeFlash (sec,SLOWDARK, 0);
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ P_SpawnStrobeFlash (sec, SLOWDARK, 0);
}
}
@@ -234,33 +249,35 @@
//
// TURN LINE'S TAG LIGHTS OFF
//
+// [STRIFE] Verified unmodified
+//
void EV_TurnTagLightsOff(line_t* line)
{
- int i;
- int j;
- int min;
- sector_t* sector;
- sector_t* tsec;
- line_t* templine;
-
+ int i;
+ int j;
+ int min;
+ sector_t* sector;
+ sector_t* tsec;
+ line_t* templine;
+
sector = sectors;
-
+
for (j = 0;j < numsectors; j++, sector++)
{
- if (sector->tag == line->tag)
- {
- min = sector->lightlevel;
- for (i = 0;i < sector->linecount; i++)
- {
- templine = sector->lines[i];
- tsec = getNextSector(templine,sector);
- if (!tsec)
- continue;
- if (tsec->lightlevel < min)
- min = tsec->lightlevel;
- }
- sector->lightlevel = min;
- }
+ if (sector->tag == line->tag)
+ {
+ min = sector->lightlevel;
+ for (i = 0;i < sector->linecount; i++)
+ {
+ templine = sector->lines[i];
+ tsec = getNextSector(templine,sector);
+ if (!tsec)
+ continue;
+ if (tsec->lightlevel < min)
+ min = tsec->lightlevel;
+ }
+ sector->lightlevel = min;
+ }
}
}
@@ -268,42 +285,44 @@
//
// TURN LINE'S TAG LIGHTS ON
//
+// [STRIFE] Verified unmodified
+//
void
EV_LightTurnOn
-( line_t* line,
- int bright )
+( line_t* line,
+ int bright )
{
- int i;
- int j;
- sector_t* sector;
- sector_t* temp;
- line_t* templine;
-
+ int i;
+ int j;
+ sector_t* sector;
+ sector_t* temp;
+ line_t* templine;
+
sector = sectors;
-
+
for (i=0;i<numsectors;i++, sector++)
{
- if (sector->tag == line->tag)
- {
- // bright = 0 means to search
- // for highest light level
- // surrounding sector
- if (!bright)
- {
- for (j = 0;j < sector->linecount; j++)
- {
- templine = sector->lines[j];
- temp = getNextSector(templine,sector);
+ if (sector->tag == line->tag)
+ {
+ // bright = 0 means to search
+ // for highest light level
+ // surrounding sector
+ if (!bright)
+ {
+ for (j = 0;j < sector->linecount; j++)
+ {
+ templine = sector->lines[j];
+ temp = getNextSector(templine,sector);
- if (!temp)
- continue;
+ if (!temp)
+ continue;
- if (temp->lightlevel > bright)
- bright = temp->lightlevel;
- }
- }
- sector-> lightlevel = bright;
- }
+ if (temp->lightlevel > bright)
+ bright = temp->lightlevel;
+ }
+ }
+ sector-> lightlevel = bright;
+ }
}
}
@@ -311,38 +330,41 @@
//
// Spawn glowing light
//
-
-void T_Glow(glow_t* g)
+// [STRIFE] Verified unmodified
+//
+void T_Glow(glow_t* g)
{
switch(g->direction)
{
- case -1:
- // DOWN
- g->sector->lightlevel -= GLOWSPEED;
- if (g->sector->lightlevel <= g->minlight)
- {
- g->sector->lightlevel += GLOWSPEED;
- g->direction = 1;
- }
- break;
-
- case 1:
- // UP
- g->sector->lightlevel += GLOWSPEED;
- if (g->sector->lightlevel >= g->maxlight)
- {
- g->sector->lightlevel -= GLOWSPEED;
- g->direction = -1;
- }
- break;
+ case -1:
+ // DOWN
+ g->sector->lightlevel -= GLOWSPEED;
+ if (g->sector->lightlevel <= g->minlight)
+ {
+ g->sector->lightlevel += GLOWSPEED;
+ g->direction = 1;
+ }
+ break;
+
+ case 1:
+ // UP
+ g->sector->lightlevel += GLOWSPEED;
+ if (g->sector->lightlevel >= g->maxlight)
+ {
+ g->sector->lightlevel -= GLOWSPEED;
+ g->direction = -1;
+ }
+ break;
}
}
-
+//
+// [STRIFE] Verified unmodified
+//
void P_SpawnGlowingLight(sector_t* sector)
{
glow_t* g;
-
+
g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
P_AddThinker(&g->thinker);
--- a/src/strife/p_map.c
+++ b/src/strife/p_map.c
@@ -341,20 +341,7 @@
return true; // underneath
// villsa [STRIFE] unused
- // check for skulls slamming into things
- /*if (tmthing->flags & MF_SKULLFLY)
- {
- damage = ((P_Random()%8)+1)*tmthing->info->damage;
-
- P_DamageMobj (thing, tmthing, tmthing, damage);
-
- tmthing->flags &= ~MF_SKULLFLY;
- tmthing->momx = tmthing->momy = tmthing->momz = 0;
-
- P_SetMobjState (tmthing, tmthing->info->spawnstate);
-
- return false; // stop moving
- }*/
+ // check for skulls slamming into things (removed)
// missiles can hit other things
if (tmthing->flags & MF_MISSILE)
--- a/src/strife/p_mobj.c
+++ b/src/strife/p_mobj.c
@@ -99,14 +99,8 @@
P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
- // villsa [STRIFE] unused
- /*
- mo->tics -= P_Random()&3;
+ // villsa [STRIFE] removed tics randomization
- if (mo->tics < 1)
- mo->tics = 1;
- */
-
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
@@ -1050,13 +1044,12 @@
fixed_t z )
{
mobj_t* th;
- int t = P_Random();
-
+ int t;
+
+ t = P_Random();
z += ((t - P_Random()) << 10);
- // [STRIFE] Unused
- //th->momz = FRACUNIT;
- //th->tics -= P_Random()&3;
+ // [STRIFE] removed momz and tics randomization
th = P_SpawnMobj(x, y, z, MT_STRIFEPUFF); // [STRIFE]: new type
@@ -1092,26 +1085,21 @@
//
void
P_SpawnBlood
-( fixed_t x,
- fixed_t y,
- fixed_t z,
- int damage )
+( fixed_t x,
+ fixed_t y,
+ fixed_t z,
+ int damage )
{
- mobj_t* th;
+ mobj_t* th;
+ int temp;
- int temp = P_Random();
+ temp = P_Random();
z += (temp - P_Random()) << 10;
th = P_SpawnMobj(x, y, z, MT_BLOOD_DEATH);
th->momz = FRACUNIT*2;
- // villsa [STRIFE] unused
- /*
- th->tics -= P_Random()&3;
+ // villsa [STRIFE]: removed tics randomization
- if (th->tics < 1)
- th->tics = 1;
- */
-
// villsa [STRIFE] different checks for damage range
if(damage >= 10 && damage <= 13)
P_SetMobjState(th, S_BLOD_00);
@@ -1133,12 +1121,7 @@
//
void P_CheckMissileSpawn (mobj_t* th)
{
- // villsa [STRIFE] unused
- /*
- th->tics -= P_Random()&3;
- if (th->tics < 1)
- th->tics = 1;
- */
+ // villsa [STRIFE] removed tics randomization
// move a little forward so an angle can
// be computed if it immediately explodes
@@ -1180,13 +1163,13 @@
//
mobj_t*
P_SpawnMissile
-( mobj_t* source,
- mobj_t* dest,
- mobjtype_t type )
+( mobj_t* source,
+ mobj_t* dest,
+ mobjtype_t type )
{
- mobj_t* th;
- angle_t an;
- int dist;
+ mobj_t* th;
+ angle_t an;
+ int dist;
th = P_SpawnMobj (source->x,
source->y,
@@ -1200,10 +1183,16 @@
// fuzzy player
if (dest->flags & MF_SHADOW)
- an += (P_Random()-P_Random())<<21;
+ {
+ int t = P_Random(); // haleyjd 20110223: remove order-of-evaluation dependencies
+ an += (t - P_Random()) << 21;
+ }
// villsa [STRIFE] check for heavily transparent things
else if(dest->flags & MF_MVIS)
- an += (P_Random()-P_Random())<<22;
+ {
+ int t = P_Random();
+ an += (t - P_Random()) << 22;
+ }
th->angle = an;
an >>= ANGLETOFINESHIFT;
--- a/src/strife/p_switch.c
+++ b/src/strife/p_switch.c
@@ -233,7 +233,7 @@
glass->angle = (an << ANGLETOFINESHIFT);
glass->momx = FixedMul(finecosine[an], (P_Random() & 3) << FRACBITS);
- glass->momy = FixedMul(finesine[an], (P_Random() & 3) << FRACBITS);
+ glass->momy = FixedMul(finesine[an], (P_Random() & 3) << FRACBITS);
glass->momz = (P_Random() & 7) << FRACBITS;
glass->tics += (P_Random() + 7) & 7;
}