ref: ea9c413dbbeb6dcf9efcc6a00329e4049bd538a9
parent: 574a1f3101d3a78ef86ede3ae389b18dbe468dce
author: Jacob Moody <[email protected]>
date: Sat Feb 4 19:32:38 EST 2023
progress torwards correct demos Ordering matters a lot for our P_Random() function with global side effects. First issue is with code that uses it like this: P_Random() - P_Random() compared to gcc this had two issues, the ordering was different and becuase this function returned a uchar we were not allowing it to become negative. So we steal P_Random2() from our doom, and add our own P_Random3 to cover the large amount of P_Random() - 128 that would also have this sign issue. The second issue is in how inlined calls are ordered example: fn(P_Rand() + 1, P_Random() + 2, P_Random() + 3); we order how you read it, left to right. gcc does it right to left. So in relevant places we use locals and reverse the ordering of how these are called. This fixes these issues for callers of P_SpawnMobj, which seemed to be a decent chunk of the offenders. This has impacted demos, they are arguably 'closer' to accurate. demo1 still goes out of sync due to a hit connecting in our demo playback but not in the original. This causes/misses a hitsplat and that throws off the entire prng. Likely due to similar issues in the enemy movement logic.
--- a/a_action.c
+++ b/a_action.c
@@ -113,25 +113,6 @@
//
//--------------------------------------------------------------------------
-//==========================================================================
-//
-// A_DripBlood
-//
-//==========================================================================
-
-/*
-void A_DripBlood(mobj_t *actor)
-{
- mobj_t *mo;
-
- 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;
- mo->flags2 |= MF2_LOGRAV;
-}
-*/
-
//============================================================================
//
// A_PotteryExplode
@@ -150,8 +131,8 @@
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_Random2())<<(FRACBITS-6);
+ mo->momy = (P_Random2())<<(FRACBITS-6);
}
}
S_StartSound(mo, SFX_POTTERY_EXPLODE);
@@ -255,8 +236,8 @@
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_Random2())<<(FRACBITS-6);
+ mo->momy = (P_Random2())<<(FRACBITS-6);
}
}
// Spawn a skull
@@ -265,8 +246,8 @@
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_Random2())<<(FRACBITS-6);
+ mo->momy = (P_Random2())<<(FRACBITS-6);
S_StartSound(mo, SFX_FIRED_DEATH);
}
P_RemoveMobj(actor);
@@ -283,12 +264,26 @@
mobj_t *mo;
int i;
+ int a, b, c, d;
+
for (i = (P_Random()&3)+1; i; i--)
{
- mo = P_SpawnMobj(actor->x + ((P_Random()-P_Random())<<14),
- actor->y + ((P_Random()-P_Random())<<14),
- actor->z + (P_Random()<<14),
- MT_LEAF1 + (P_Random()&1));
+ //print("LEAF\n");
+ /* a = ((P_Random2())<<14);
+ b = ((P_Random2())<<14);
+ c = (P_Random()<<14); */
+
+ d = (P_Random()&1);
+ c = (P_Random()<<14);
+ b = ((P_Random2())<<14);
+ a = ((P_Random2())<<14);
+
+ //print("%d %d %d %d\n", a, b, c, d);
+ //print("%d %d %d\n", actor->x + a, actor->y + b, actor->z + c);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c,
+ MT_LEAF1 + d);
if (mo)
{
P_ThrustMobj(mo, actor->angle, (P_Random()<<9)+3*FRACUNIT);
@@ -1016,8 +1011,8 @@
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_Random2())%radius)<<FRACBITS;
+// y = actor->y + ((P_Random2()<<FRACBITS)%radius);
z = actor->z + (P_Random()<<9) + FRACUNIT;
switch (P_Random() % 6)
{
@@ -1139,18 +1134,23 @@
mobj_t *mo;
int i;
+ int a, b, c, d;
+
mo = nil;
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), MT_ZARMORCHUNK);
+ c = (P_Random()*actor->height/256);
+ b = ((P_Random3())<<12);
+ a = ((P_Random3())<<12);
+ mo = P_SpawnMobj(actor->x+ a,
+ actor->y + b,
+ actor->z + c, 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_Random2())<<(FRACBITS-6);
+ mo->momy = (P_Random2())<<(FRACBITS-6);
}
}
if (actor->args[0])
--- a/h2def.h
+++ b/h2def.h
@@ -1481,6 +1481,8 @@
/* returns a number from 0 to 255 */
unsigned char P_Random(void);
+int P_Random2 (void); /* P_Random() - P_Random() */
+int P_Random3 (void); /* P_Random() - 128 */
/* as M_Random, but used only by the play simulation */
void M_ClearRandom (void);
--- a/m_misc.c
+++ b/m_misc.c
@@ -161,6 +161,23 @@
return rndtable[prndindex];
}
+int P_Random2 (void)
+{
+ int tmp, tmp2;
+ tmp = P_Random();
+ tmp2 = P_Random();
+ return tmp - tmp2;
+}
+
+int P_Random3 (void)
+{
+ int tmp;
+
+ tmp = P_Random();
+ tmp = tmp - 128;
+ return tmp;
+}
+
int M_Random (void)
{
rndindex = (rndindex + 1) & 0xff;
--- a/p_enemy.c
+++ b/p_enemy.c
@@ -793,7 +793,7 @@
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
if (actor->target->flags & MF_SHADOW)
{ // Target is a ghost
- actor->angle += (P_Random() - P_Random()) << 21;
+ actor->angle += (P_Random2()) << 21;
}
}
@@ -1445,10 +1445,13 @@
void A_MntrFloorFire(mobj_t *actor)
{
mobj_t *mo;
+ int a, b;
actor->z = actor->floorz;
- mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
- actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ, MT_MNTRFX3);
+ b = ((P_Random2()) << 10);
+ a = ((P_Random2()) << 10);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b, ONFLOORZ, MT_MNTRFX3);
mo->target = actor->target;
mo->momx = 1; // Force block checking
P_CheckMissileSpawn(mo);
@@ -1559,8 +1562,8 @@
return;
}
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_Random2()) << 8;
+ mo->momy = (P_Random2()) << 8;
mo->momz = FRACUNIT*5 + (P_Random() << 10);
mo->flags2 |= MF2_DROPPED;
mo->health = special;
@@ -1734,8 +1737,8 @@
actor->flags &= ~MF_SOLID;
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_Random2()) << 9;
+ mo->momy = (P_Random2()) << 9;
mo->momz = FRACUNIT*2 + (P_Random() << 6);
// Attach player mobj to bloody skull
player = actor->player;
@@ -2366,32 +2369,39 @@
void A_SerpentSpawnGibs(mobj_t *actor)
{
mobj_t *mo;
+ int a, b;
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
- actor->y + ((P_Random() - 128) << 12),
+ b = ((P_Random3()) << 12);
+ a = ((P_Random3()) << 12);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
actor->floorz + FRACUNIT, MT_SERPENT_GIB1);
if (mo)
{
- mo->momx = (P_Random() - 128) << 6;
- mo->momy = (P_Random() - 128) << 6;
+ mo->momx = (P_Random3()) << 6;
+ mo->momy = (P_Random3()) << 6;
mo->floorclip = 6*FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
- actor->y + ((P_Random() - 128) << 12),
+ b = ((P_Random3()) << 12);
+ a = ((P_Random3()) << 12);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
actor->floorz + FRACUNIT, MT_SERPENT_GIB2);
if (mo)
{
- mo->momx = (P_Random() - 128) << 6;
- mo->momy = (P_Random() - 128) << 6;
+ mo->momx = (P_Random3()) << 6;
+ mo->momy = (P_Random3()) << 6;
mo->floorclip = 6*FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 12),
- actor->y + ((P_Random() - 128) << 12),
+ b = ((P_Random3()) << 12);
+ a = ((P_Random3()) << 12);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
actor->floorz + FRACUNIT, MT_SERPENT_GIB3);
if (mo)
{
- mo->momx = (P_Random() - 128) << 6;
- mo->momy = (P_Random() - 128) << 6;
+ mo->momx = (P_Random3()) << 6;
+ mo->momy = (P_Random3()) << 6;
mo->floorclip = 6*FRACUNIT;
}
}
@@ -2502,9 +2512,9 @@
{
angle = actor->angle + ANG90;
mo->momz = FRACUNIT*8 + (P_Random() << 10);
- mo->momx = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ mo->momx = FixedMul(((P_Random3()) << 11) + FRACUNIT,
finecosine[angle >> ANGLETOFINESHIFT]);
- mo->momy = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ mo->momy = FixedMul(((P_Random3()) << 11) + FRACUNIT,
finesine[angle >> ANGLETOFINESHIFT]);
mo->target = actor;
}
@@ -2513,9 +2523,9 @@
{
angle = actor->angle - ANG90;
mo->momz = FRACUNIT*8 + (P_Random() << 10);
- mo->momx = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ mo->momx = FixedMul(((P_Random3()) << 11) + FRACUNIT,
finecosine[angle >> ANGLETOFINESHIFT]);
- mo->momy = FixedMul(((P_Random() - 128) << 11) + FRACUNIT,
+ mo->momy = FixedMul(((P_Random3()) << 11) + FRACUNIT,
finesine[angle>>ANGLETOFINESHIFT]);
mo->target = actor;
}
@@ -2733,6 +2743,7 @@
void A_BishopPainBlur(mobj_t *actor)
{
mobj_t *mo;
+ int a, b, c;
if (P_Random() < 64)
{
@@ -2739,9 +2750,12 @@
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),
+ c = ((P_Random2()) << 11);
+ b = ((P_Random2()) << 12);
+ a = ((P_Random2()) << 12);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c,
MT_BISHOPPAINBLUR);
if (mo)
{
@@ -2972,13 +2986,17 @@
mobj_t *mo;
int i;
int delay;
+ int a, b, c;
delay = 16 + (P_Random() >> 3);
- for (i = 1 + (P_Random() & 3); i; i--)
+ for (i = 1 + (P_Random() & 3); i > 0; i--)
{
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) << 14),
- actor->y + ((P_Random() - 128) << 14),
- actor->z + ((P_Random() - 128) << 12),
+ c = ((P_Random3()) << 12);
+ b = ((P_Random3()) << 14);
+ a = ((P_Random3()) << 14);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c,
MT_DRAGON_FX2);
if (mo)
{
@@ -3358,8 +3376,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX3);
if (mo)
{
- mo->x += (P_Random() - 128) << 11;
- mo->y += (P_Random() - 128) << 11;
+ mo->x += (P_Random3()) << 11;
+ mo->y += (P_Random3()) << 11;
mo->z += (P_Random() << 10);
mo->target = actor;
}
@@ -3399,8 +3417,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX4);
if (mo)
{
- mo->x += (P_Random() - 128) << 12;
- mo->y += (P_Random() - 128) << 12;
+ mo->x += (P_Random3()) << 12;
+ mo->y += (P_Random3()) << 12;
mo->z += (P_Random() << 10);
mo->target = actor;
}
@@ -3410,8 +3428,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_WRAITHFX5);
if (mo)
{
- mo->x += (P_Random() - 128) << 11;
- mo->y += (P_Random() - 128) << 11;
+ mo->x += (P_Random3()) << 11;
+ mo->y += (P_Random3()) << 11;
mo->z += (P_Random() << 10);
mo->target = actor;
}
@@ -3458,8 +3476,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z + (actor->height>>1), MT_ETTIN_MACE);
if (mo)
{
- mo->momx = (P_Random() - 128) << 11;
- mo->momy = (P_Random() - 128) << 11;
+ mo->momx = (P_Random3()) << 11;
+ mo->momy = (P_Random3()) << 11;
mo->momz = FRACUNIT*10 + (P_Random() << 10);
mo->target = actor;
}
@@ -3498,15 +3516,15 @@
break;
}
- x = actor->x + ((P_Random() - 128) << 12);
- y = actor->y + ((P_Random() - 128) << 12);
+ x = actor->x + ((P_Random3()) << 12);
+ y = actor->y + ((P_Random3()) << 12);
z = actor->z + ((P_Random()) << 11);
mo = P_SpawnMobj(x, y, z, rtype);
if (mo)
{
mo->target = actor;
- mo->momx = (P_Random() - 128) << 10;
- mo->momy = (P_Random() - 128) << 10;
+ mo->momx = (P_Random3()) << 10;
+ mo->momy = (P_Random3()) << 10;
mo->momz = (P_Random() << 10);
mo->special1 = 2; // Number bounces
}
@@ -3640,15 +3658,15 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FIREDEMON_SPLOTCH1);
if (mo)
{
- mo->momx = (P_Random() - 128) << 11;
- mo->momy = (P_Random() - 128) << 11;
+ mo->momx = (P_Random3()) << 11;
+ mo->momy = (P_Random3()) << 11;
mo->momz = FRACUNIT*3 + (P_Random() << 10);
}
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FIREDEMON_SPLOTCH2);
if (mo)
{
- mo->momx = (P_Random() - 128) << 11;
- mo->momy = (P_Random() - 128) << 11;
+ mo->momx = (P_Random3()) << 11;
+ mo->momy = (P_Random3()) << 11;
mo->momz = FRACUNIT*3 + (P_Random() << 10);
}
}
@@ -3668,7 +3686,7 @@
A_Look(actor);
if (P_Random() < 64)
{
- dist = ((P_Random() - 128) * actor->radius) >> 7;
+ dist = ((P_Random3()) * actor->radius) >> 7;
an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
P_SpawnMobj(actor->x + FixedMul(dist, finecosine[an]),
@@ -3693,7 +3711,7 @@
A_Chase(actor);
if (P_Random() < 128)
{
- dist = ((P_Random() - 128) * actor->radius) >> 7;
+ dist = ((P_Random3()) * actor->radius) >> 7;
an = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
mo = P_SpawnMobj(actor->x + FixedMul(dist, finecosine[an]),
@@ -4710,6 +4728,8 @@
int i;
mobj_t *mo;
+ int a, b, c;
+
if (actor->momx || actor->momy || actor->momz)
{
actor->tics = 105;
@@ -4719,29 +4739,35 @@
for (i = 12 + (P_Random() & 15); i >= 0; i--)
{
- mo = P_SpawnMobj(actor->x + (((P_Random() - 128) * actor->radius) >> 7),
- actor->y + (((P_Random() - 128) * actor->radius) >> 7),
- actor->z + (P_Random() * actor->height / 255), MT_ICECHUNK);
+ c = (P_Random() * actor->height / 255);
+ b = (((P_Random3()) * actor->radius) >> 7);
+ a = (((P_Random3()) * actor->radius) >> 7);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c, 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_Random2()) << (FRACBITS - 7);
+ mo->momy = (P_Random2()) << (FRACBITS - 7);
A_IceSetTics(mo); // set a random tic wait
}
}
for (i = 12 + (P_Random() & 15); i >= 0; i--)
{
- mo = P_SpawnMobj(actor->x + (((P_Random() - 128) * actor->radius) >> 7),
- actor->y + (((P_Random() - 128) * actor->radius) >> 7),
- actor->z + (P_Random() * actor->height / 255), MT_ICECHUNK);
+ c = (P_Random() * actor->height / 255);
+ b = (((P_Random3()) * actor->radius) >> 7);
+ a = (((P_Random3()) * actor->radius) >> 7);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c, 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_Random2()) << (FRACBITS - 7);
+ mo->momy = (P_Random2()) << (FRACBITS - 7);
A_IceSetTics(mo); // set a random tic wait
}
}
@@ -4750,8 +4776,8 @@
mo = P_SpawnMobj(actor->x, actor->y, actor->z + VIEWHEIGHT, 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_Random2()) << (FRACBITS - 7);
+ mo->momy = (P_Random2()) << (FRACBITS - 7);
mo->flags2 |= MF2_ICEDAMAGE; // used to force blue palette
mo->flags2 &= ~MF2_FLOORCLIP;
mo->player = actor->player;
--- a/p_mobj.c
+++ b/p_mobj.c
@@ -1180,6 +1180,10 @@
mobjinfo_t *info;
fixed_t space;
+ //fprint(2, "%d %d %d\n", x, y, z);
+ //if(x == -22118400 && y == 15941632 && z == -4145152)
+ // abort();
+
mobj = (mobj_t *) Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
memset(mobj, 0, sizeof(*mobj));
info = &mobjinfo[type];
@@ -1760,7 +1764,7 @@
{
mobj_t *puff;
- z += ((P_Random() - P_Random()) << 10);
+ z += ((P_Random2()) << 10);
puff = P_SpawnMobj(x, y, z, PuffType);
if (linetarget && puff->info->seesound)
{ // Hit thing sound
@@ -1797,7 +1801,7 @@
{
mobj_t *th;
- z += ((P_Random() - P_Random()) << 10);
+ z += ((P_Random2()) << 10);
th = P_SpawnMobj (x, y, z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random() & 3;
@@ -1821,8 +1825,8 @@
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_Random2()) << 10;
+ mo->momy = (P_Random2()) << 10;
mo->momz = 3*FRACUNIT;
}
@@ -1835,9 +1839,12 @@
void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
{
mobj_t *mo;
+ int a, b;
- mo = P_SpawnMobj(x + ((P_Random() - 128) <<11),
- y + ((P_Random() - 128) <<11),
+ b = ((P_Random3()) <<11);
+ a = ((P_Random3()) <<11);
+ mo = P_SpawnMobj(x + a,
+ y + b,
z, MT_AXEBLOOD);
mo->target = originator;
}
@@ -1853,9 +1860,9 @@
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_Random2()) <<12);
+ y = mo->y + ((P_Random2()) <<12);
+ z = mo->z + ((P_Random2()) <<12);
th = P_SpawnMobj(x, y, z, MT_BLOOD);
// th->flags |= MF_NOGRAVITY;
th->momx = mo->momx>>1;
@@ -1942,8 +1949,8 @@
{
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_Random2()) <<8;
+ mo->momy = (P_Random2()) <<8;
mo->momz = 2*FRACUNIT + (P_Random() <<8);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
if (thing->player)
@@ -1985,8 +1992,8 @@
{
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_Random2()) <<8;
+ mo->momy = (P_Random2()) <<8;
mo->momz = FRACUNIT + (P_Random() <<8);
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
if (thing->player)
@@ -2098,7 +2105,7 @@
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_Random2()) <<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
@@ -2140,7 +2147,7 @@
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_Random2()) <<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
@@ -2474,7 +2481,7 @@
an = R_PointToAngle2(x, y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
- an += (P_Random() - P_Random()) <<21;
+ an += (P_Random2()) <<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
--- a/p_pspr.c
+++ b/p_pspr.c
@@ -898,12 +898,16 @@
void A_FSwordFlames(mobj_t *actor)
{
int i;
+ int a, b, c;
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),
+ c = ((P_Random3()) << 11);
+ b = ((P_Random3()) << 12);
+ a = ((P_Random3()) << 12);
+ P_SpawnMobj(actor->x + a,
+ actor->y + b,
+ actor->z + c,
MT_FSWORD_FLAME);
}
}
@@ -1016,6 +1020,7 @@
{
mobj_t *mo;
fixed_t deltaZ;
+ int a, b;
A_LightningClip(actor);
@@ -1033,8 +1038,10 @@
{
deltaZ = -10*FRACUNIT;
}
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) * actor->radius/256),
- actor->y + ((P_Random() - 128) * actor->radius/256),
+ b = ((P_Random3()) * actor->radius/256);
+ a = ((P_Random3()) * actor->radius/256);
+ mo = P_SpawnMobj(actor->x + a,
+ actor->y + b,
actor->z + deltaZ, MT_LIGHTNING_ZAP);
if (mo)
{
@@ -1051,26 +1058,6 @@
mo->momz = -20*FRACUNIT;
}
}
- /*
- mo = P_SpawnMobj(actor->x + ((P_Random() - 128) * actor->radius/256),
- actor->y + ((P_Random() - 128) * actor->radius/256),
- actor->z+deltaZ, MT_LIGHTNING_ZAP);
- if (mo)
- {
- mo->special2 = (intptr_t)actor;
- mo->momx = actor->momx;
- mo->momy = actor->momy;
- mo->target = actor->target;
- if (actor->type == MT_LIGHTNING_FLOOR)
- {
- mo->momz = 16*FRACUNIT;
- }
- else
- {
- mo->momz = -16*FRACUNIT;
- }
- }
- */
if (actor->type == MT_LIGHTNING_FLOOR && P_Random() < 160)
{
S_StartSound(actor, SFX_MAGE_LIGHTNING_CONTINUOUS);
@@ -1420,7 +1407,8 @@
int i;
int useMana;
- damage = 40 + (P_Random() & 15) + (P_Random() & 7);
+ damage = 40 + (P_Random() & 15);
+ damage += (P_Random() & 7);
power = 0;
if (player->mana[MANA_1] > 0)
{
@@ -1885,6 +1873,7 @@
int i;
mobj_t *mo;
mobj_t *tail, *next;
+ int a, b;
for (j = 0; j < 4; j++)
{
@@ -1905,7 +1894,9 @@
mo->special2 = (32 + (P_Random() & 7)) << 16; // lower-left
break;
case 3:
- mo->special2 = ((32 + (P_Random() & 7)) << 16) + 32 + (P_Random() & 7);
+ a = ((32 + (P_Random() & 7)) << 16);
+ b = 32 + (P_Random() & 7);
+ mo->special2 = a + b;
break;
}
mo->z = actor->z;