Movefactor removed from Friction thinker. Smaller memory footprint, less processing, and no more potential corrupting of what some objects use as a memory dumping ground.

This commit is contained in:
toasterbabe 2016-06-02 23:30:50 +01:00
parent 577f9e8801
commit fc0d6e5195

View file

@ -109,7 +109,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline);
//static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec);
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer);
static void Add_Friction(INT32 friction, INT32 affectee, INT32 referrer);
static void P_AddSpikeThinker(sector_t *sec, INT32 referrer);
@ -4879,7 +4879,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
f = (friction_t *)th;
if (f->affectee == (INT32)sec2num)
Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee);
Add_Friction(f->friction, (INT32)(sec-sectors), f->affectee);
}
// Should this FOF have wind/current/pusher?
else if(th->function.acp1 == (actionf_p1)T_Pusher)
@ -6911,18 +6911,16 @@ void T_Disappear(disappear_t *d)
/** Adds friction thinker.
*
* \param friction Friction value, 0xe800 is normal.
* \param movefactor Inertia factor.
* \param affectee Target sector.
* \param roverfriction FOF or not
* \sa T_Friction, P_SpawnFriction
*/
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer)
static void Add_Friction(INT32 friction, INT32 affectee, INT32 referrer)
{
friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL);
f->thinker.function.acp1 = (actionf_p1)T_Friction;
f->friction = friction;
f->movefactor = movefactor;
f->affectee = affectee;
if (referrer != -1)
@ -6980,17 +6978,11 @@ void T_Friction(friction_t *f)
if ((thing->friction == ORIG_FRICTION) // normal friction?
|| (f->friction < thing->friction))
{
thing->friction = f->friction;
thing->movefactor = f->movefactor;
}
}
else if (P_GetSpecialBottomZ(thing, sec, sec) == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction?
|| f->friction < thing->friction))
{
thing->friction = f->friction;
thing->movefactor = f->movefactor;
}
}
node = node->m_snext;
}
@ -7007,7 +6999,6 @@ static void P_SpawnFriction(void)
register INT32 s;
fixed_t strength; // frontside texture offset controls magnitude
fixed_t friction; // friction value to be applied during movement
INT32 movefactor; // applied to each player move to simulate inertia
for (i = 0; i < numlines; i++, l++)
if (l->special == 540)
@ -7016,6 +7007,9 @@ static void P_SpawnFriction(void)
if (strength > 0) // sludge
strength = strength*2; // otherwise, the maximum sludginess value is +967...
// The following might seem odd. At the time of movement,
// the move distance is multiplied by 'friction/0x10000', so a
// higher friction value actually means 'less friction'.
friction = ORIG_FRICTION - (0x1EB8*strength)/0x80; // ORIG_FRICTION is 0xE800
if (friction > FRACUNIT)
@ -7023,21 +7017,8 @@ static void P_SpawnFriction(void)
if (friction < 0)
friction = 0;
// The following check might seem odd. At the time of movement,
// the move distance is multiplied by 'friction/0x10000', so a
// higher friction value actually means 'less friction'.
if (friction < ORIG_FRICTION) // ice
movefactor = ((0x10092 - friction)*(0x70))/0x158;
else // sludge
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Friction(friction, movefactor, s, -1);
Add_Friction(friction, s, -1);
}
}