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📄 p_fab.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_fab.c,v 1.5 2000/10/21 08:43:30 bpereira Exp $//// Copyright (C) 1998-2000 by DooM Legacy Team.//// This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.////// $Log: p_fab.c,v $// Revision 1.5  2000/10/21 08:43:30  bpereira// no message//// Revision 1.4  2000/07/01 09:23:49  bpereira// no message//// Revision 1.3  2000/04/24 20:24:38  bpereira// no message//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION://      some new action routines, separated from the original doom//      sources, so that you can include it or remove it easy.////-----------------------------------------------------------------------------#include "doomdef.h"#include "g_game.h"#include "p_local.h"#include "r_state.h"#include "p_fab.h"#include "m_random.h"void Translucency_OnChange(void);consvar_t cv_translucency  = {"translucency" ,"1",CV_CALL|CV_SAVE,CV_OnOff, Translucency_OnChange};//// Action routine, for the ROCKET thing.// This one adds trails of smoke to the rocket.// The action pointer of the S_ROCKET state must point here to take effect.// This routine is based on the Revenant Fireball Tracer code A_Tracer()//void A_SmokeTrailer (mobj_t* actor){    mobj_t*     th;    if (gametic % (4 * NEWTICRATERATIO))        return;    // spawn a puff of smoke behind the rocket    if (demoversion<125 && // rocket trails spawnpuff from v1.11 to v1.24        demoversion>=111) // skull trails since v1.25        P_SpawnPuff (actor->x, actor->y, actor->z);    // add the smoke behind the rocket    th = P_SpawnMobj (actor->x-actor->momx,                      actor->y-actor->momy,                      actor->z, MT_SMOK);    th->momz = FRACUNIT;    th->tics -= P_Random()&3;    if (th->tics < 1)        th->tics = 1;}static boolean resettrans=false;//  Set the translucency map for each frame state of mobj//void R_SetTrans (statenum_t state1, statenum_t state2, transnum_t transmap){    state_t*   state = &states[state1];    do    {        state->frame &= ~FF_TRANSMASK;        if(!resettrans)            state->frame |= (transmap<<FF_TRANSSHIFT);        state++;    } while (state1++<state2);}//  hack the translucency in the states for a set of standard doom sprites//void P_SetTranslucencies (void){    //revenant fireball    R_SetTrans (S_TRACER    , S_TRACER2    , tr_transfir);    R_SetTrans (S_TRACEEXP1 , S_TRACEEXP3  , tr_transmed);                                               //rev. fireball. smoke trail               R_SetTrans (S_SMOKE1    , S_SMOKE5     , tr_transmed);                                               //imp fireball                             R_SetTrans (S_TBALL1    , S_TBALL2     , tr_transfir);    R_SetTrans (S_TBALLX1   , S_TBALLX3    , tr_transmed);                                               //archvile attack                          R_SetTrans (S_FIRE1     , S_FIRE30     , tr_transfir);                                               //bfg ball                                 R_SetTrans (S_BFGSHOT   , S_BFGSHOT2   , tr_transfir);    R_SetTrans (S_BFGLAND   , S_BFGLAND3   , tr_transmed);    R_SetTrans (S_BFGLAND4  , S_BFGLAND6   , tr_transmor);    R_SetTrans (S_BFGEXP    , 0            , tr_transmed);    R_SetTrans (S_BFGEXP2   , S_BFGEXP4    , tr_transmor);                                               //plasma bullet                            R_SetTrans (S_PLASBALL  , S_PLASBALL2  , tr_transfir);    R_SetTrans (S_PLASEXP   , S_PLASEXP2   , tr_transmed);    R_SetTrans (S_PLASEXP3  , S_PLASEXP5   , tr_transmor);                                               //bullet puff                              R_SetTrans (S_PUFF1     , S_PUFF4      , tr_transmor);                                               //teleport fog                             R_SetTrans (S_TFOG      , S_TFOG5      , tr_transmed);    R_SetTrans (S_TFOG6     , S_TFOG10     , tr_transmor);                                               //respawn item fog                         R_SetTrans (S_IFOG      , S_IFOG5      , tr_transmed);                                               //soulsphere                               R_SetTrans (S_SOUL      , S_SOUL6      , tr_transmed);    //invulnerability                          R_SetTrans (S_PINV      , S_PINV4      , tr_transmed);    //blur artifact                            R_SetTrans (S_PINS      , S_PINS4      , tr_transmed);    //megasphere                               R_SetTrans (S_MEGA      , S_MEGA4      , tr_transmed);                                R_SetTrans (S_GREENTORCH, S_REDTORCH4  , tr_transfx1); // blue torch    R_SetTrans (S_GTORCHSHRT, S_RTORCHSHRT4, tr_transfx1); // short blue torch    // flaming barrel !!    R_SetTrans (S_BBAR1     , S_BBAR3      , tr_transfx1);    //lost soul    R_SetTrans (S_SKULL_STND, S_SKULL_DIE6 , tr_transfx1);    //baron shot    R_SetTrans (S_BRBALL1   , S_BRBALL2    , tr_transfir);     R_SetTrans (S_BRBALLX1 , S_BRBALLX3   , tr_transmed);    //demon spawnfire    R_SetTrans (S_SPAWNFIRE1, S_SPAWNFIRE3 , tr_transfir);    R_SetTrans (S_SPAWNFIRE4, S_SPAWNFIRE8 , tr_transmed);    //caco fireball    R_SetTrans (S_RBALL1    , S_RBALL2     , tr_transfir);    R_SetTrans (S_RBALLX1   , S_RBALLX3    , tr_transmed);    //arachno shot    R_SetTrans (S_ARACH_PLAZ, S_ARACH_PLAZ2, tr_transfir);    R_SetTrans (S_ARACH_PLEX, S_ARACH_PLEX2, tr_transmed);    R_SetTrans (S_ARACH_PLEX3,S_ARACH_PLEX4, tr_transmor);    R_SetTrans (S_ARACH_PLEX5,            0, tr_transhi);    //blood puffs!    //R_SetTrans (S_BLOOD1   ,            0, tr_transmed);    //R_SetTrans (S_BLOOD2   , S_BLOOD3    , tr_transmor);    //eye in symbol    R_SetTrans (S_EVILEYE    , S_EVILEYE4  , tr_transmed);                                              //mancubus fireball    R_SetTrans (S_FATSHOT1   , S_FATSHOT2  , tr_transfir);    R_SetTrans (S_FATSHOTX1  , S_FATSHOTX3 , tr_transmed);    // rockets explosion    R_SetTrans (S_EXPLODE1   , S_EXPLODE2  , tr_transfir);    R_SetTrans (S_EXPLODE3   ,            0, tr_transmed);    //Fab: lava/slime damage smoke test    R_SetTrans (S_SMOK1      , S_SMOK5     , tr_transmed);    R_SetTrans (S_SPLASH1    , S_SPLASH3   , tr_transmor);}void Translucency_OnChange(void){    if( cv_translucency.value==0 )        resettrans = true;    if (!fuzzymode)        P_SetTranslucencies();    resettrans = false;}// =======================================================================//                    FUNKY DEATHMATCH COMMANDS// =======================================================================void BloodTime_OnChange (void);CV_PossibleValue_t bloodtime_cons_t[]={{1,"MIN"},{3600,"MAX"},{0,NULL}};// how much tics to last for the last (third) frame of blood (S_BLOODx)consvar_t cv_bloodtime = {"bloodtime","20",CV_NETVAR|CV_CALL|CV_SAVE,bloodtime_cons_t,BloodTime_OnChange};// Called when var. 'bloodtime' is changed : set the blood states duration//void BloodTime_OnChange (void){    states[S_BLOOD1].tics = 8;    states[S_BLOOD2].tics = 8;    states[S_BLOOD3].tics = (cv_bloodtime.value*TICRATE) - 16;    CONS_Printf ("blood lasts for %d seconds\n", cv_bloodtime.value);}void D_AddDeathmatchCommands (void){    CV_RegisterVar (&cv_solidcorpse);                 //p_enemy    CV_RegisterVar (&cv_bloodtime);    // BP:not realy in deathmatch but is just here    CV_RegisterVar (&cv_translucency);}

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