raze-gles/source/blood/src/choke.cpp
Grind Core b6c16abf6f Refactor:
- PLAYER.H structs
- ACTOR.H  structs

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/player.h
2019-10-22 17:49:59 +02:00

142 lines
3.4 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "compat.h"
#include "common_game.h"
#include "blood.h"
#include "choke.h"
#include "globals.h"
#include "levels.h"
#include "player.h"
#include "qav.h"
#include "resource.h"
BEGIN_BLD_NS
void CChoke::sub_83F54(char *a1, int _x, int _y, void (*a2)(PLAYER*))
{
at14 = _x;
at18 = _y;
at0 = a1;
at1c = a2;
if (!at4 && at0)
{
at4 = gSysRes.Lookup(at0, "QAV");
if (!at4)
ThrowError("Could not load QAV %s\n", at0);
at8 = (QAV*)gSysRes.Lock(at4);
at8->nSprite = -1;
at8->x = at14;
at8->y = at18;
at8->Preload();
sub_84218();
}
}
void CChoke::sub_83ff0(int a1, void(*a2)(PLAYER*))
{
at0 = NULL;
at1c = a2;
if (!at4 && a1 != -1)
{
at4 = gSysRes.Lookup(a1, "QAV");
if (!at4)
ThrowError("Could not load QAV %d\n", a1);
at8 = (QAV*)gSysRes.Lock(at4);
at8->nSprite = -1;
at8->x = at14;
at8->y = at18;
at8->Preload();
sub_84218();
}
}
void CChoke::sub_84080(char *a1, void(*a2)(PLAYER*))
{
at0 = a1;
at1c = a2;
if (!at4 && at0)
{
at4 = gSysRes.Lookup(at0, "QAV");
if (!at4)
ThrowError("Could not load QAV %s\n", at0);
at8 = (QAV*)gSysRes.Lock(at4);
at8->nSprite = -1;
at8->x = at14;
at8->y = at18;
at8->Preload();
sub_84218();
}
}
void CChoke::sub_84110(int x, int y)
{
if (!at4)
return;
ClockTicks v4 = gFrameClock;
gFrameClock = totalclock;
at8->x = x;
at8->y = y;
int vd = (int)totalclock-at10;
at10 = (int)totalclock;
atc -= vd;
if (atc <= 0 || atc > at8->at10)
atc = at8->at10;
int vdi = at8->at10-atc;
at8->Play(vdi-vd, vdi, -1, NULL);
int vb = windowxy1.x;
int v10 = windowxy1.y;
int vc = windowxy2.x;
int v8 = windowxy2.y;
windowxy1.x = windowxy1.y = 0;
windowxy2.x = xdim-1;
windowxy2.y = ydim-1;
at8->Draw(vdi, 10, 0, 0);
windowxy1.x = vb;
windowxy1.y = v10;
windowxy2.x = vc;
windowxy2.y = v8;
gFrameClock = v4;
}
void CChoke::sub_84218()
{
atc = at8->at10;
at10 = (int)totalclock;
}
void sub_84230(PLAYER *pPlayer)
{
int t = gGameOptions.nDifficulty+2;
if (pPlayer->handTime < 64)
pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
if (pPlayer->handTime > (7-gGameOptions.nDifficulty)*5)
pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
}
CChoke gChoke;
END_BLD_NS