📄 p_fab.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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