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P_FAB.C
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// p_fab.c : 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"
//
// 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 & 3)
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;
}
// 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 |= (transmap<<FF_TRANSSHIFT);
state++;
} while (state1++<state2);
}
// hack the translucency in the states for a set of standard doom sprites
//
void P_SetTranslucencies (void)
{
//mobjinfo[MT_TRACER].flags |= MF_SHADOW; //revenant fireball
R_SetTrans (S_TRACER, S_TRACER2, tr_transfir);
R_SetTrans (S_TRACEEXP1, S_TRACEEXP3, tr_transmed);
//mobjinfo[MT_SMOKE].flags |= MF_SHADOW; //rev. fireball. smoke trail
R_SetTrans (S_SMOKE1, S_SMOKE5, tr_transmed);
//mobjinfo[MT_TROOPSHOT].flags |= MF_SHADOW; //imp fireball
R_SetTrans (S_TBALL1, S_TBALL2, tr_transfir);
R_SetTrans (S_TBALLX1, S_TBALLX3, tr_transmed);
//mobjinfo[MT_FIRE].flags |= MF_SHADOW; //archvile attack
R_SetTrans (S_FIRE1, S_FIRE30, tr_transmed);
//R_SetTrans (S_FIRE11, S_FIRE20, tr_transmed);
//R_SetTrans (S_FIRE21, S_FIRE30, tr_transmor);
//mobjinfo[MT_BFG].flags |= MF_SHADOW; //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);
//mobjinfo[MT_PLASMA].flags |= MF_SHADOW; //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);
//mobjinfo[MT_PUFF].flags |= MF_SHADOW; //bullet puff
R_SetTrans (S_PUFF1, S_PUFF4, tr_transmor);
//mobjinfo[MT_TFOG].flags |= MF_SHADOW; //teleport fog
R_SetTrans (S_TFOG, S_TFOG5, tr_transmed);
R_SetTrans (S_TFOG6, S_TFOG10, tr_transmor);
//mobjinfo[MT_IFOG].flags |= MF_SHADOW; //respawn item fog
R_SetTrans (S_IFOG, S_IFOG5, tr_transmed);
//mobjinfo[MT_MISC12].flags |= MF_SHADOW; //soulsphere
R_SetTrans (S_SOUL, S_SOUL6, tr_transmed);
//mobjinfo[MT_INV].flags |= MF_SHADOW; //invulnerability
R_SetTrans (S_PINV, S_PINV4, tr_transmed);
//mobjinfo[MT_INS].flags |= MF_SHADOW; //blur artifact
R_SetTrans (S_PINS, S_PINS4, tr_transmed);
//mobjinfo[MT_MEGA].flags |= MF_SHADOW; //megasphere
R_SetTrans (S_MEGA, S_MEGA4, tr_transmed);
//added:18-01-98: torches... with a special tinttab
//mobjinfo[MT_MISC41].flags |= MF_SHADOW; blue torch
//mobjinfo[MT_MISC42].flags |= MF_SHADOW;
//mobjinfo[MT_MISC43].flags |= MF_SHADOW;
R_SetTrans (S_GREENTORCH, S_REDTORCH4, tr_transfx1);
//mobjinfo[MT_MISC44].flags |= MF_SHADOW; short blue torch
//mobjinfo[MT_MISC45].flags |= MF_SHADOW;
//mobjinfo[MT_MISC46].flags |= MF_SHADOW;
R_SetTrans (S_GTORCHSHRT, S_RTORCHSHRT4, tr_transfx1);
// flaming barrel !!
R_SetTrans (S_BBAR1, S_BBAR3, tr_transfx1);
//added:27-02-98: transparency ahoy!! people want it, they have it!!
//mobjinfo[MT_SKULL].flags |= MF_SHADOW; //lost soul
R_SetTrans (S_SKULL_STND, S_SKULL_DIE6, tr_transfx1);
//mobjinfo[MT_BRUISERSHOT].flags |= MF_SHADOW; //baron shot
R_SetTrans (S_BRBALL1, S_BRBALL2, tr_transfir);
R_SetTrans (S_BRBALLX1, S_BRBALLX3, tr_transmed);
//mobjinfo[MT_SPAWNFIRE].flags |= MF_SHADOW; //demon spawnfire
R_SetTrans (S_SPAWNFIRE1, S_SPAWNFIRE3, tr_transfir);
R_SetTrans (S_SPAWNFIRE4, S_SPAWNFIRE8, tr_transmed);
//mobjinfo[MT_HEADSHOT].flags |= MF_SHADOW; //caco fireball
R_SetTrans (S_RBALL1, S_RBALL2, tr_transfir);
R_SetTrans (S_RBALLX1, S_RBALLX3, tr_transmed);
//mobjinfo[MT_ARACHPLAZ].flags |= MF_SHADOW; //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);
//mobjinfo[MT_BLOOD].flags |= MF_SHADOW; //blood puffs!
//R_SetTrans (S_BLOOD1, 0, tr_transmed);
//R_SetTrans (S_BLOOD2, S_BLOOD3, tr_transmor);
//mobjinfo[MT_MISC38].flags |= MF_SHADOW; //eye in symbol
R_SetTrans (S_EVILEYE, S_EVILEYE4, tr_transmed);
//mobjinfo[MT_FATSHOT].flags |= MF_SHADOW; //mancubus fireball
R_SetTrans (S_FATSHOT1, S_FATSHOT2, tr_transfir);
R_SetTrans (S_FATSHOTX1, S_FATSHOTX3, tr_transmed);
// hi translucency for spectres..
//R_SetTrans (S_SARG_STND, S_SARG_RAISE6, tr_transhi);
// 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/*(FF_SMOKESHADE>>FF_TRANSSHIFT)*/);
R_SetTrans (S_SPLASH1, S_SPLASH3, tr_transmor);
}
// =======================================================================
// FUNKY DEATHMATCH COMMANDS
// =======================================================================
void BloodTime_OnChange (void);
// how much tics to last for the last (third) frame of blood (S_BLOODx)
consvar_t cv_bloodtime = {"bloodtime","1",CV_NETVAR|CV_CALL|CV_NOINIT,CV_Unsigned,BloodTime_OnChange};
// Called when var. 'bloodtime' is changed : set the blood states duration
//
void BloodTime_OnChange (void)
{
int t;
t = cv_bloodtime.value; // seconds
if (t<1)
{
t = 1;
CV_SetValue (&cv_bloodtime,t);
return;
}
states[S_BLOOD1].tics = 8;
states[S_BLOOD2].tics = 8;
states[S_BLOOD3].tics = (t*TICRATE) - 16;
CONS_Printf ("blood lasts for %d seconds\n", t);
}
void D_AddDeathmatchCommands (void)
{
CV_RegisterVar (&cv_solidcorpse); //p_enemy
CV_RegisterVar (&cv_bloodtime);
}