ref: aedeaac6b7f27f5400bcae7f391c457ebad4da59
parent: 6bb2e8481d33ecd2d489c01fba2940c2c315a995
author: James Haley <[email protected]>
date: Mon Oct 4 02:33:10 EDT 2010
Strife changed lowerAndCrush ceiling actions so that they actually do crushing damage, and lower fully to the floor rather than 8 above. The speed of fast crushers was also increased by double. Added code to PIT_RadiusAttack to deny any radius damage to spectral entities and Inquisitors. Subversion-branch: /branches/strife-branch Subversion-revision: 2156
--- a/src/strife/p_ceilng.c
+++ b/src/strife/p_ceilng.c
@@ -165,78 +165,93 @@
// EV_DoCeiling
// Move a ceiling up/down and all around!
//
+// haleyjd 10/04/10: [STRIFE] Changes:
+// * Fast crushers were made 2x as fast.
+// * lowerAndCrush was apparently "fixed" to actually crush, and was also
+// altered to lower all the way to the floor rather than remain 8 above.
int
EV_DoCeiling
-( line_t* line,
- ceiling_e type )
+( line_t* line,
+ ceiling_e type )
{
- int secnum;
- int rtn;
- sector_t* sec;
- ceiling_t* ceiling;
-
+ int secnum;
+ int rtn;
+ sector_t* sec;
+ ceiling_t* ceiling;
+
secnum = -1;
rtn = 0;
-
+
// Reactivate in-stasis ceilings...for certain types.
switch(type)
{
- case fastCrushAndRaise:
- case silentCrushAndRaise:
- case crushAndRaise:
- P_ActivateInStasisCeiling(line);
- default:
- break;
+ case fastCrushAndRaise:
+ case silentCrushAndRaise:
+ case crushAndRaise:
+ P_ActivateInStasisCeiling(line);
+ default:
+ break;
}
-
+
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
- sec = §ors[secnum];
- if (sec->specialdata)
- continue;
-
- // new door thinker
- rtn = 1;
- ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);
- P_AddThinker (&ceiling->thinker);
- sec->specialdata = ceiling;
- ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
- ceiling->sector = sec;
- ceiling->crush = false;
-
- switch(type)
- {
- case fastCrushAndRaise:
- ceiling->crush = true;
- ceiling->topheight = sec->ceilingheight;
- ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
- ceiling->direction = -1;
- ceiling->speed = CEILSPEED * 2;
- break;
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ continue;
- case silentCrushAndRaise:
- case crushAndRaise:
- ceiling->crush = true;
- ceiling->topheight = sec->ceilingheight;
- case lowerAndCrush:
- case lowerToFloor:
- ceiling->bottomheight = sec->floorheight;
- if (type != lowerToFloor)
- ceiling->bottomheight += 8*FRACUNIT;
- ceiling->direction = -1;
- ceiling->speed = CEILSPEED;
- break;
+ // new door thinker
+ rtn = 1;
+ ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);
+ P_AddThinker (&ceiling->thinker);
+ sec->specialdata = ceiling;
+ ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
+ ceiling->sector = sec;
+ ceiling->crush = false;
- case raiseToHighest:
- ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
- ceiling->direction = 1;
- ceiling->speed = CEILSPEED;
- break;
- }
-
- ceiling->tag = sec->tag;
- ceiling->type = type;
- P_AddActiveCeiling(ceiling);
+ switch(type)
+ {
+ case fastCrushAndRaise:
+ // [STRIFE]: Speed of fast crushers increased by 2x!
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED * 4; // [STRIFE] Was CEILSPEED * 2
+ break;
+
+ case lowerAndCrush:
+ // [STRIFE] lowerAndCrush doesn't seem to have crushed in DOOM,
+ // but it was certainly made to do so in Strife! It is also
+ // changed to lower all the way to the floor.
+ ceiling->crush = 1;
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED;
+ ceiling->bottomheight = sec->floorheight;
+ break;
+
+ case silentCrushAndRaise:
+ case crushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+
+ case lowerToFloor:
+ ceiling->bottomheight = sec->floorheight;
+ if (type != lowerToFloor)
+ ceiling->bottomheight += 8*FRACUNIT;
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED;
+ break;
+
+ case raiseToHighest:
+ ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+ ceiling->direction = 1;
+ ceiling->speed = CEILSPEED;
+ break;
+ }
+
+ ceiling->tag = sec->tag;
+ ceiling->type = type;
+ P_AddActiveCeiling(ceiling);
}
return rtn;
}
--- a/src/strife/p_map.c
+++ b/src/strife/p_map.c
@@ -1370,35 +1370,40 @@
fixed_t dx;
fixed_t dy;
fixed_t dist;
-
- if (!(thing->flags & MF_SHOOTABLE) )
- return true;
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true;
+
+ // haleyjd 10/04/10: Spectrals are not damaged by blast radii
+ if(thing->flags & MF_SPECTRAL)
+ return true;
+
// Boss spider and cyborg
// take no damage from concussion.
// villsa [STRIFE] unused
- /*if (thing->type == MT_CYBORG
- || thing->type == MT_SPIDER)
- return true; */
-
+ // haleyjd: INQUISITOR
+
+ if(thing->type == MT_INQUISITOR)
+ return true;
+
dx = abs(thing->x - bombspot->x);
dy = abs(thing->y - bombspot->y);
-
+
dist = dx>dy ? dx : dy;
dist = (dist - thing->radius) >> FRACBITS;
if (dist < 0)
- dist = 0;
+ dist = 0;
if (dist >= bombdamage)
- return true; // out of range
+ return true; // out of range
if ( P_CheckSight (thing, bombspot) )
{
- // must be in direct path
- P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
+ // must be in direct path
+ P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
}
-
+
return true;
}
@@ -1409,20 +1414,20 @@
//
void
P_RadiusAttack
-( mobj_t* spot,
- mobj_t* source,
- int damage )
+( mobj_t* spot,
+ mobj_t* source,
+ int damage )
{
- int x;
- int y;
+ int x;
+ int y;
- int xl;
- int xh;
- int yl;
- int yh;
+ int xl;
+ int xh;
+ int yl;
+ int yh;
- fixed_t dist;
-
+ fixed_t dist;
+
dist = (damage+MAXRADIUS)<<FRACBITS;
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
@@ -1431,18 +1436,18 @@
bombspot = spot;
bombsource = source;
bombdamage = damage;
-
+
for (y=yl ; y<=yh ; y++)
- for (x=xl ; x<=xh ; x++)
- P_BlockThingsIterator (x, y, PIT_RadiusAttack );
+ for (x=xl ; x<=xh ; x++)
+ P_BlockThingsIterator (x, y, PIT_RadiusAttack );
- // villsa [STRIFE] TODO - verify. what on earth is it trying to do here?
- spot->z += MAXRADIUS;
- P_LineAttack(spot, 0, dist, 1, 0);
- P_LineAttack(spot, ANG90, dist, 1, 0);
+ // villsa [STRIFE] Send out 0 damage tracers to shatter nearby glass.
+ spot->z += 32*FRACUNIT;
+ P_LineAttack(spot, 0, dist, 1, 0);
+ P_LineAttack(spot, ANG90, dist, 1, 0);
P_LineAttack(spot, ANG180, dist, 1, 0);
P_LineAttack(spot, ANG270, dist, 1, 0);
- spot->z -= MAXRADIUS;
+ spot->z -= 32*FRACUNIT;
}