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author | James Haley | 2010-09-19 07:00:20 +0000 |
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committer | James Haley | 2010-09-19 07:00:20 +0000 |
commit | fa480112807f4fd6305c07e0071f7bf915387fc1 (patch) | |
tree | 7ce6c6f06b1e9f4a84dc7bbc8b140227be656cad /src | |
parent | 9e82bacdd27648d9494b8d1e13c3c7e7245ece8f (diff) | |
download | chocolate-doom-fa480112807f4fd6305c07e0071f7bf915387fc1.tar.gz chocolate-doom-fa480112807f4fd6305c07e0071f7bf915387fc1.tar.bz2 chocolate-doom-fa480112807f4fd6305c07e0071f7bf915387fc1.zip |
Bug fixes: It's SPECTRALs that aren't hit by tracers, not MVIS things
(made Shadow Acolytes super-hard to shoot); Mauler should be able to
fire when it has 20 ammo left; some damage formulas corrected, all
accuracy formulas corrected, and major correction to A_Punch damage
formula.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2114
Diffstat (limited to 'src')
-rw-r--r-- | src/strife/p_map.c | 154 | ||||
-rw-r--r-- | src/strife/p_pspr.c | 181 |
2 files changed, 182 insertions, 153 deletions
diff --git a/src/strife/p_map.c b/src/strife/p_map.c index b0710591..cb4a8537 100644 --- a/src/strife/p_map.c +++ b/src/strife/p_map.c @@ -1058,119 +1058,119 @@ PTR_AimTraverse (intercept_t* in) // boolean PTR_ShootTraverse (intercept_t* in) { - fixed_t x; - fixed_t y; - fixed_t z; - fixed_t frac; - - line_t* li; - - mobj_t* th; + fixed_t x; + fixed_t y; + fixed_t z; + fixed_t frac; + + line_t* li; + + mobj_t* th; mobj_t* th2; // villsa [STRIFE] - fixed_t slope; - fixed_t dist; - fixed_t thingtopslope; - fixed_t thingbottomslope; - + fixed_t slope; + fixed_t dist; + fixed_t thingtopslope; + fixed_t thingbottomslope; + if (in->isaline) { - li = in->d.line; - - if (li->special) - P_ShootSpecialLine (shootthing, li); + li = in->d.line; - if ( !(li->flags & ML_TWOSIDED) ) - goto hitline; - - // crosses a two sided line - P_LineOpening (li); - - dist = FixedMul (attackrange, in->frac); + if (li->special) + P_ShootSpecialLine (shootthing, li); + + if ( !(li->flags & ML_TWOSIDED) ) + goto hitline; + + // crosses a two sided line + P_LineOpening (li); + + dist = FixedMul (attackrange, in->frac); // Check if backsector is NULL. See comment in PTR_AimTraverse. - if (li->backsector == NULL) + if (li->backsector == NULL) { goto hitline; } if (li->frontsector->floorheight != li->backsector->floorheight) - { - slope = FixedDiv (openbottom - shootz , dist); - if (slope > aimslope) - goto hitline; - } - - if (li->frontsector->ceilingheight != li->backsector->ceilingheight) - { - slope = FixedDiv (opentop - shootz , dist); - if (slope < aimslope) - goto hitline; - } + { + slope = FixedDiv (openbottom - shootz , dist); + if (slope > aimslope) + goto hitline; + } - // shot continues - return true; - - - // hit line - hitline: - // position a bit closer - frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); - x = trace.x + FixedMul (trace.dx, frac); - y = trace.y + FixedMul (trace.dy, frac); - z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); - - if (li->frontsector->ceilingpic == skyflatnum) - { - // don't shoot the sky! - if (z > li->frontsector->ceilingheight) - return false; - - // it's a sky hack wall - if (li->backsector && li->backsector->ceilingpic == skyflatnum) - return false; - } + if (li->frontsector->ceilingheight != li->backsector->ceilingheight) + { + slope = FixedDiv (opentop - shootz , dist); + if (slope < aimslope) + goto hitline; + } + + // shot continues + return true; + + + // hit line +hitline: + // position a bit closer + frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); + x = trace.x + FixedMul (trace.dx, frac); + y = trace.y + FixedMul (trace.dy, frac); + z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); + + if (li->frontsector->ceilingpic == skyflatnum) + { + // don't shoot the sky! + if (z > li->frontsector->ceilingheight) + return false; + + // it's a sky hack wall + if (li->backsector && li->backsector->ceilingpic == skyflatnum) + return false; + } // villsa [STRIFE] if(la_damage > 0) { - // villsa [STRIFE] TODO - verify on whats the purpose with this + // villsa [STRIFE] Test against Mauler attack range if(attackrange != (2112*FRACUNIT)) P_SpawnPuff(x, y, z); // Spawn bullet puffs. else P_SpawnMobj(x, y, z, MT_STRIFEPUFF3); - - // don't go any farther - return false; + + // don't go any farther + return false; } } - + // shoot a thing th = in->d.thing; if (th == shootthing) - return true; // can't shoot self - + return true; // can't shoot self + if (!(th->flags&MF_SHOOTABLE)) - return true; // corpse or something + return true; // corpse or something - // villsa [STRIFE] skip mvis flagged things? - if(th->flags & MF_MVIS) + // haleyjd 09/18/10: [STRIFE] Corrected - not MVIS, but SPECTRAL. + if(th->flags & MF_SPECTRAL) return true; - + // check angles to see if the thing can be aimed at dist = FixedMul (attackrange, in->frac); thingtopslope = FixedDiv (th->z+th->height - shootz , dist); if (thingtopslope < aimslope) - return true; // shot over the thing + return true; // shot over the thing thingbottomslope = FixedDiv (th->z - shootz, dist); if (thingbottomslope > aimslope) - return true; // shot under the thing + return true; // shot under the thing + - // hit thing // position a bit closer frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); @@ -1190,18 +1190,18 @@ boolean PTR_ShootTraverse (intercept_t* in) // villsa [STRIFE] TODO - verify disabled check for damage? //if (la_damage) - P_DamageMobj (th, shootthing, shootthing, la_damage); + P_DamageMobj (th, shootthing, shootthing, la_damage); // Spawn bullet puffs or blod spots, // depending on target type. if (in->d.thing->flags & MF_NOBLOOD) - P_SpawnSparkPuff(x, y, z); // villsa [STRIFE] call spark puff function instead + P_SpawnSparkPuff(x, y, z); // villsa [STRIFE] call spark puff function instead else - P_SpawnBlood (x,y,z, la_damage); + P_SpawnBlood (x,y,z, la_damage); // don't go any farther return false; - + } diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c index 3dc368f0..ce03b6b7 100644 --- a/src/strife/p_pspr.c +++ b/src/strife/p_pspr.c @@ -241,8 +241,8 @@ void P_FireWeapon (player_t* player) void P_DropWeapon (player_t* player) { P_SetPsprite (player, - ps_weapon, - weaponinfo[player->readyweapon].downstate); + ps_weapon, + weaponinfo[player->readyweapon].downstate); } @@ -324,16 +324,16 @@ void A_ReFire // check for fire // (if a weaponchange is pending, let it go through instead) if ( (player->cmd.buttons & BT_ATTACK) - && player->pendingweapon == wp_nochange - && player->health) + && player->pendingweapon == wp_nochange + && player->health) { - player->refire++; - P_FireWeapon (player); + player->refire++; + P_FireWeapon (player); } else { - player->refire = 0; - P_CheckAmmo (player); + player->refire = 0; + P_CheckAmmo (player); } } @@ -365,26 +365,26 @@ A_Lower // Is already down. if (psp->sy < WEAPONBOTTOM ) - return; + return; // Player is dead. if (player->playerstate == PST_DEAD) { - psp->sy = WEAPONBOTTOM; + psp->sy = WEAPONBOTTOM; - // don't bring weapon back up - return; + // don't bring weapon back up + return; } // The old weapon has been lowered off the screen, // so change the weapon and start raising it if (!player->health) { - // Player is dead, so keep the weapon off screen. - P_SetPsprite (player, ps_weapon, S_NULL); - return; + // Player is dead, so keep the weapon off screen. + P_SetPsprite (player, ps_weapon, S_NULL); + return; } - + player->readyweapon = player->pendingweapon; P_BringUpWeapon (player); @@ -399,15 +399,15 @@ A_Raise ( player_t* player, pspdef_t* psp ) { - statenum_t newstate; - + statenum_t newstate; + psp->sy -= RAISESPEED; if (psp->sy > WEAPONTOP ) - return; - + return; + psp->sy = WEAPONTOP; - + // The weapon has been raised all the way, // so change to the ready state. newstate = weaponinfo[player->readyweapon].readystate; @@ -446,12 +446,15 @@ void A_Punch(player_t* player, pspdef_t* psp) int damage; int slope; int sound; + int stamina; int t; // villsa [STRIFE] new damage formula - damage = ((player->stamina / 10) + 2) * (psp->tics + 3) & P_Random(); + // haleyjd 09/19/10: seriously corrected... + stamina = player->stamina; + damage = (P_Random() & ((stamina/10) + 7)) * ((stamina/10) + 2); - if(player->powers[pw_strength]) + if(player->powers[pw_strength]) damage *= 10; angle = player->mo->angle; @@ -488,16 +491,18 @@ void A_Punch(player_t* player, pspdef_t* psp) // // A_FireFlameThrower +// // villsa [STRIFE] new codepointer // - void A_FireFlameThrower(player_t* player, pspdef_t* psp) { mobj_t* mo; + int t; P_SetMobjState(player->mo, S_PLAY_06); player->ammo[weaponinfo[player->readyweapon].ammo]--; - player->mo->angle += (P_Random() - P_Random()) << 18; + t = P_Random(); + player->mo->angle += (t - P_Random()) << 18; mo = P_SpawnPlayerMissile(player->mo, MT_SFIREBALL); mo->momz += (5*FRACUNIT); @@ -505,15 +510,19 @@ void A_FireFlameThrower(player_t* player, pspdef_t* psp) // // A_FireMissile +// // villsa [STRIFE] completly new compared to the original // - void A_FireMissile(player_t* player, pspdef_t* psp) { angle_t an; + int t; + // haleyjd 09/19/10: I previously missed an add op that meant it should be + // accuracy * 5, not 4. Checks out with other sources. an = player->mo->angle; - player->mo->angle += (P_Random() - P_Random())<<(19 - (player->accuracy * 4 / 100)); + t = P_Random(); + player->mo->angle += (t - P_Random()) << (19 - (player->accuracy * 5 / 100)); P_SetMobjState(player->mo, S_PLAY_06); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_MINIMISSLE); @@ -522,9 +531,9 @@ void A_FireMissile(player_t* player, pspdef_t* psp) // // A_FireMauler2 +// // villsa [STRIFE] - new codepointer // - void A_FireMauler2(player_t* player, pspdef_t* pspr) { P_SetMobjState(player->mo, S_PLAY_06); @@ -536,9 +545,9 @@ void A_FireMauler2(player_t* player, pspdef_t* pspr) // // A_FireGrenade +// // villsa [STRIFE] - new codepointer // - void A_FireGrenade(player_t* player, pspdef_t* pspr) { mobjtype_t type; @@ -564,9 +573,9 @@ void A_FireGrenade(player_t* player, pspdef_t* pspr) st2 = &states[weaponinfo[player->readyweapon].atkstate]; P_SetPsprite(player, ps_flash, st1 - st2); - player->mo->z += MAXRADIUS; // ugh + player->mo->z += 32*FRACUNIT; // ugh mo = P_SpawnMortar(player->mo, type); - player->mo->z -= MAXRADIUS; // ugh + player->mo->z -= 32*FRACUNIT; // ugh // change momz based on player's pitch mo->momz = FixedMul((player->pitch<<FRACBITS) / 160, mo->info->speed) + (8*FRACUNIT); @@ -599,8 +608,11 @@ void A_FireGrenade(player_t* player, pspdef_t* pspr) void A_FireElectricBolt(player_t* player, pspdef_t* pspr) { angle_t an = player->mo->angle; + int t; - player->mo->angle += (P_Random() - P_Random()) << (18 - (player->accuracy * 4 / 100)); + // haleyjd 09/19/10: Use 5 mul on accuracy here as well + t = P_Random(); + player->mo->angle += (t - P_Random()) << (18 - (player->accuracy * 5 / 100)); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_ELECARROW); player->mo->angle = an; @@ -615,8 +627,11 @@ void A_FireElectricBolt(player_t* player, pspdef_t* pspr) void A_FirePoisonBolt(player_t* player, pspdef_t* pspr) { angle_t an = player->mo->angle; + int t; - player->mo->angle += (P_Random() - P_Random())<<(18 - (player->accuracy * 4 / 100)); + // haleyjd 09/19/10: Use 5 mul on accuracy here as well + t = P_Random(); + player->mo->angle += (t - P_Random()) << (18 - (player->accuracy * 5 / 100)); player->ammo[weaponinfo[player->readyweapon].ammo]--; P_SpawnPlayerMissile(player->mo, MT_POISARROW); player->mo->angle = an; @@ -671,33 +686,37 @@ P_GunShot { angle_t angle; int damage; - int t; - damage = 4*(P_Random ()%3+4); // villsa [STRIFE] different damage formula angle = mo->angle; // villsa [STRIFE] apply player accuracy + // haleyjd 09/18/10: made some corrections: use 5x accuracy; + // eliminated order-of-evaluation dependency if (!accurate) { - t = P_Random(); - angle += (t - P_Random())<<(20 - (mo->player->accuracy * 4 / 100)); + int t = P_Random(); + angle += (t - P_Random()) << (20 - ((mo->player->accuracy * 5) / 100)); } + // haleyjd 09/18/10 [STRIFE] corrected damage formula and moved down to + // preserve proper P_Random call order. + damage = 4 * (P_Random() % 3 + 1); + P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage); } // // A_FireRifle +// // villsa [STRIFE] - new codepointer // - void A_FireRifle(player_t* player, pspdef_t* pspr) { S_StartSound(player->mo, sfx_rifle); if(player->ammo[weaponinfo[player->readyweapon].ammo]) { - P_SetMobjState(player->mo, S_PLAY_06); + P_SetMobjState(player->mo, S_PLAY_06); // 293 player->ammo[weaponinfo[player->readyweapon].ammo]--; P_BulletSlope(player->mo); P_GunShot(player->mo, !player->refire); @@ -706,16 +725,17 @@ void A_FireRifle(player_t* player, pspdef_t* pspr) // // A_FireMauler1 +// // villsa [STRIFE] - new codepointer // - void A_FireMauler1(player_t* player, pspdef_t* pspr) { int i; angle_t angle; int damage; - if(player->ammo[weaponinfo[player->readyweapon].ammo] > 20) + // haleyjd 09/18/10: Corrected ammo check to use >= + if(player->ammo[weaponinfo[player->readyweapon].ammo] >= 20) { player->ammo[weaponinfo[player->readyweapon].ammo] -= 20; P_BulletSlope(player->mo); @@ -723,20 +743,23 @@ void A_FireMauler1(player_t* player, pspdef_t* pspr) for(i = 0; i < 20; i++) { + int t; damage = 5*(P_Random ()%3+1); angle = player->mo->angle; - angle += (P_Random()-P_Random())<<19; + t = P_Random(); + angle += (t - P_Random()) << 19; + t = P_Random(); P_LineAttack(player->mo, angle, (2112*FRACUNIT), - bulletslope + ((P_Random()-P_Random())<<5), damage); + bulletslope + ((t - P_Random())<<5), damage); } } } // // A_SigilSound +// // villsa [STRIFE] - new codepointer // - void A_SigilSound(player_t* player, pspdef_t* pspr) { S_StartSound(player->mo, sfx_siglup); @@ -746,9 +769,9 @@ void A_SigilSound(player_t* player, pspdef_t* pspr) // // A_FireSigil +// // villsa [STRIFE] - new codepointer // - void A_FireSigil(player_t* player, pspdef_t* pspr) { mobj_t* mo; @@ -772,13 +795,16 @@ void A_FireSigil(player_t* player, pspdef_t* pspr) P_BulletSlope(player->mo); if(linetarget) { - mo = P_SpawnMobj(linetarget->x, linetarget->y, -ONFLOORZ, MT_SIGIL_A_GROUND); + // haleyjd 09/18/10: corrected z coordinate + mo = P_SpawnMobj(linetarget->x, linetarget->y, ONFLOORZ, + MT_SIGIL_A_GROUND); mo->tracer = linetarget; } else { an = player->mo->angle>>ANGLETOFINESHIFT; - mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SIGIL_A_GROUND); + mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, + MT_SIGIL_A_GROUND); mo->momx += FixedMul((28*FRACUNIT), finecosine[an]); mo->momy += FixedMul((28*FRACUNIT), finesine[an]); } @@ -793,15 +819,15 @@ void A_FireSigil(player_t* player, pspdef_t* pspr) // spread shot case 2: - player->mo->angle -= ANG90; - for(i = 0; i < 20; i++) + player->mo->angle -= ANG90; // starting at 270... + for(i = 0; i < 20; i++) // increment by 1/10 of 90, 20 times. { player->mo->angle += (ANG90 / 10); mo = P_SpawnMortar(player->mo, MT_SIGIL_C_SHOT); mo->health = -1; mo->z = player->mo->z + (32*FRACUNIT); } - player->mo->angle -= ANG90; + player->mo->angle -= ANG90; // subtract off the extra 90 break; // tracer attack @@ -814,7 +840,7 @@ void A_FireSigil(player_t* player, pspdef_t* pspr) } else { - an = player->mo->angle>>ANGLETOFINESHIFT; + an = player->mo->angle >> ANGLETOFINESHIFT; mo = P_SpawnPlayerMissile(player->mo, MT_SIGIL_D_SHOT); mo->momx += FixedMul(mo->info->speed, finecosine[an]); mo->momy += FixedMul(mo->info->speed, finesine[an]); @@ -828,7 +854,7 @@ void A_FireSigil(player_t* player, pspdef_t* pspr) mo->health = -1; if(!linetarget) { - an = player->pitch>>ANGLETOFINESHIFT; + an = player->pitch >> ANGLETOFINESHIFT; mo->momz += FixedMul(finesine[an], mo->info->speed); } break; @@ -840,9 +866,9 @@ void A_FireSigil(player_t* player, pspdef_t* pspr) // // A_GunFlashThinker +// // villsa [STRIFE] - new codepointer // - void A_GunFlashThinker(player_t* player, pspdef_t* pspr) { if(player->readyweapon == wp_sigil && player->sigiltype) @@ -873,9 +899,9 @@ void A_Light2 (player_t *player, pspdef_t *psp) // // A_SigilShock +// // villsa [STRIFE] - new codepointer // - void A_SigilShock (player_t *player, pspdef_t *psp) { player->extralight = -3; @@ -883,12 +909,12 @@ void A_SigilShock (player_t *player, pspdef_t *psp) // // A_TorpedoExplode +// // villsa [STRIFE] - new codepointer // - void A_TorpedoExplode(mobj_t* actor) { - int i = 0; + int i; actor->angle -= ANG180; @@ -901,14 +927,17 @@ void A_TorpedoExplode(mobj_t* actor) // // A_MaulerSound +// // villsa [STRIFE] - new codepointer // - void A_MaulerSound(player_t *player, pspdef_t *psp) { + int t; S_StartSound(player->mo, sfx_proton); - psp->sx += (P_Random() - P_Random()) << 10; - psp->sy += (P_Random() - P_Random()) << 10; + t = P_Random(); + psp->sx += (t - P_Random()) << 10; + t = P_Random(); + psp->sy += (t - P_Random()) << 10; } @@ -920,11 +949,11 @@ void A_MaulerSound(player_t *player, pspdef_t *psp) void P_SetupPsprites(player_t* player) { int i; - + // remove all psprites for(i = 0; i < NUMPSPRITES; i++) - player->psprites[i].state = NULL; - + player->psprites[i].state = NULL; + // spawn the gun player->pendingweapon = player->readyweapon; P_BringUpWeapon(player); @@ -942,23 +971,23 @@ void P_MovePsprites (player_t* player) int i; pspdef_t* psp; state_t* state; - + psp = &player->psprites[0]; for(i = 0; i < NUMPSPRITES; i++, psp++) { - // a null state means not active - if((state = psp->state)) - { - // drop tic count and possibly change state - - // a -1 tic count never changes - if(psp->tics != -1) - { - psp->tics--; - if(!psp->tics) - P_SetPsprite (player, i, psp->state->nextstate); - } - } + // a null state means not active + if((state = psp->state)) + { + // drop tic count and possibly change state + + // a -1 tic count never changes + if(psp->tics != -1) + { + psp->tics--; + if(!psp->tics) + P_SetPsprite (player, i, psp->state->nextstate); + } + } } player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; |