ref: aecddc60790bac4b44ce0e5790ec644da657571b
parent: 0973932861fd8f8851a9a6b7e451fed894844cb4
author: James Haley <[email protected]>
date: Thu Feb 3 20:37:51 EST 2011
Finished second pass through p_mobj.c - module should now be finalized except for explicitly tagged FIXME/TODO items in P_SpawnMapThing. Subversion-branch: /branches/strife-branch Subversion-revision: 2245
--- a/src/strife/p_mobj.c
+++ b/src/strife/p_mobj.c
@@ -117,6 +117,11 @@
//
// P_XYMovement
//
+// [STRIFE] Modifications for:
+// * No SKULLFLY logic (replaced by BOUNCE flag)
+// * Missiles can activate G1/GR line types
+// * Player walking logic
+//
#define STOPSPEED 0x1000
#define FRICTION 0xe800
@@ -278,6 +283,12 @@
//
// P_ZMovement
//
+// [STRIFE] Modifications for:
+// * 3D Object Clipping
+// * Different momz handling
+// * No SKULLFLY logic (replaced with BOUNCE)
+// * Missiles don't hit sky flats
+//
void P_ZMovement (mobj_t* mo)
{
fixed_t dist;
@@ -320,7 +331,7 @@
if (delta<0 && dist < -(delta*3) )
mo->z -= FLOATSPEED;
else if (delta>0 && dist < (delta*3) )
- mo->z += FLOATSPEED;
+ mo->z += FLOATSPEED;
}
}
@@ -353,6 +364,7 @@
// So we need to check that this is either retail or commercial
// (but not doom2)
+ // [STRIFE] not applicable
//int correct_lost_soul_bounce = gameversion >= exe_ultimate;
if (/*correct_lost_soul_bounce &&*/ mo->flags & MF_BOUNCE)
@@ -371,7 +383,7 @@
if (mo->momz < 0)
{
if (mo->player
- && mo->momz < -GRAVITY*8)
+ && mo->momz < -GRAVITY*8)
{
// Squat down.
// Decrease viewheight for a moment
@@ -401,8 +413,10 @@
//
// villsa [STRIFE] unused
- /*if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
- mo->momz = -mo->momz;*/
+ /*
+ if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
+ mo->momz = -mo->momz;
+ */
// villsa [STRIFE] also check for MF_BOUNCE
if ( (mo->flags & MF_MISSILE)
@@ -698,14 +712,13 @@
//
// P_RemoveMobj
//
+// [STRIFE] Modifications for item respawn timing
+//
mapthing_t itemrespawnque[ITEMQUESIZE];
int itemrespawntime[ITEMQUESIZE];
int iquehead;
int iquetail;
-//
-// [STRIFE] Modifications to item respawn timing
-//
void P_RemoveMobj (mobj_t* mobj)
{
// villsa [STRIFE] removed invuln/invis. sphere exceptions
@@ -803,6 +816,10 @@
// Most of the player structure stays unchanged
// between levels.
//
+// [STRIFE] Modifications for:
+// * stonecold cheat, -workparm
+// * default inventory/questflags
+//
void P_SpawnPlayer(mapthing_t* mthing)
{
player_t* p;
@@ -888,6 +905,14 @@
// The fields of the mapthing should
// already be in host byte order.
//
+// [STRIFE] Modifications for:
+// * No Lost Souls, item count
+// * New mapthing_t flag bits
+//
+// STRIFE-FIXME/STRIFE-TODO:
+// * 8-player support
+// * Restore I_Error for missing mapthings (8-player support is prerequisite)
+//
void P_SpawnMapThing (mapthing_t* mthing)
{
int i;
@@ -1012,6 +1037,10 @@
//
// P_SpawnPuff
//
+// [STRIFE] Modifications for:
+// * No spawn tics randomization
+// * Player melee behavior
+//
extern fixed_t attackrange;
void
@@ -1057,6 +1086,10 @@
//
// P_SpawnBlood
//
+// [STRIFE] Modifications for:
+// * No spawn tics randomization
+// * Different damage ranges for state setting
+//
void
P_SpawnBlood
( fixed_t x,
@@ -1095,6 +1128,9 @@
// Moves the missile forward a bit
// and possibly explodes it right there.
//
+// [STRIFE] Modifications for:
+// * No spawn tics randomization
+//
void P_CheckMissileSpawn (mobj_t* th)
{
// villsa [STRIFE] unused
@@ -1140,6 +1176,8 @@
//
// P_SpawnMissile
//
+// [STRIFE] Added MVIS inaccuracy
+//
mobj_t*
P_SpawnMissile
( mobj_t* source,
@@ -1309,10 +1347,10 @@
//
// P_SpawnMortar
+//
// villsa [STRIFE] new function
// Spawn a high-arcing ballistic projectile
//
-
mobj_t* P_SpawnMortar(mobj_t *source, mobjtype_t type)
{
mobj_t* th;
@@ -1326,13 +1364,14 @@
th->angle = an;
an >>= ANGLETOFINESHIFT;
- slope = P_AimLineAttack(source, source->angle, 1024*FRACUNIT);
-
+ // haleyjd 20110203: corrected order of function calls
th->momx = FixedMul(th->info->speed, finecosine[an]);
th->momy = FixedMul(th->info->speed, finesine[an]);
- th->momz = FixedMul(th->info->speed, slope);
P_CheckMissileSpawn(th);
+
+ slope = P_AimLineAttack(source, source->angle, 1024*FRACUNIT);
+ th->momz = FixedMul(th->info->speed, slope);
return th;
}
--- a/src/strife/st_stuff.c
+++ b/src/strife/st_stuff.c
@@ -331,7 +331,7 @@
cheatseq_t cheat_midas = CHEAT("donnytrump", 0); // [STRIFE]: new cheat
cheatseq_t cheat_lego = CHEAT("lego", 0); // [STRIFE]: new cheat
-cheatseq_t cheat_powerup[7] = // STRIFE-TODO
+cheatseq_t cheat_powerup[7] = // STRIFE-TODO
{
CHEAT("idbeholdv", 0),
CHEAT("idbeholds", 0),