shithub: choc

Download patch

ref: 7604a0956a73158e0f19a9437307556bc9b4ba56
parent: 71f19d8d1ff5b914ac3871d6f740aaff00db82aa
author: James Haley <haleyjd@hotmail.com>
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 = &sectors[secnum];
-	if (sec->specialdata)
-	    continue;
-	
-	P_SpawnStrobeFlash (sec,SLOWDARK, 0);
+        sec = &sectors[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;
     }