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https://github.com/ZDoom/raze-gles.git
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b6c16abf6f
- PLAYER.H structs - ACTOR.H structs # Conflicts: # source/blood/src/db.h # source/blood/src/player.h
142 lines
3.4 KiB
C++
142 lines
3.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "blood.h"
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#include "choke.h"
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#include "globals.h"
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#include "levels.h"
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#include "player.h"
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#include "qav.h"
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#include "resource.h"
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BEGIN_BLD_NS
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void CChoke::sub_83F54(char *a1, int _x, int _y, void (*a2)(PLAYER*))
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{
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at14 = _x;
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at18 = _y;
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at0 = a1;
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at1c = a2;
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if (!at4 && at0)
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{
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at4 = gSysRes.Lookup(at0, "QAV");
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if (!at4)
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ThrowError("Could not load QAV %s\n", at0);
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at8 = (QAV*)gSysRes.Lock(at4);
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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at8->Preload();
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sub_84218();
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}
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}
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void CChoke::sub_83ff0(int a1, void(*a2)(PLAYER*))
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{
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at0 = NULL;
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at1c = a2;
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if (!at4 && a1 != -1)
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{
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at4 = gSysRes.Lookup(a1, "QAV");
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if (!at4)
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ThrowError("Could not load QAV %d\n", a1);
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at8 = (QAV*)gSysRes.Lock(at4);
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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at8->Preload();
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sub_84218();
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}
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}
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void CChoke::sub_84080(char *a1, void(*a2)(PLAYER*))
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{
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at0 = a1;
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at1c = a2;
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if (!at4 && at0)
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{
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at4 = gSysRes.Lookup(at0, "QAV");
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if (!at4)
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ThrowError("Could not load QAV %s\n", at0);
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at8 = (QAV*)gSysRes.Lock(at4);
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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at8->Preload();
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sub_84218();
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}
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}
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void CChoke::sub_84110(int x, int y)
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{
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if (!at4)
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return;
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ClockTicks v4 = gFrameClock;
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gFrameClock = totalclock;
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at8->x = x;
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at8->y = y;
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int vd = (int)totalclock-at10;
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at10 = (int)totalclock;
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atc -= vd;
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if (atc <= 0 || atc > at8->at10)
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atc = at8->at10;
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int vdi = at8->at10-atc;
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at8->Play(vdi-vd, vdi, -1, NULL);
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int vb = windowxy1.x;
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int v10 = windowxy1.y;
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int vc = windowxy2.x;
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int v8 = windowxy2.y;
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windowxy1.x = windowxy1.y = 0;
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windowxy2.x = xdim-1;
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windowxy2.y = ydim-1;
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at8->Draw(vdi, 10, 0, 0);
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windowxy1.x = vb;
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windowxy1.y = v10;
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windowxy2.x = vc;
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windowxy2.y = v8;
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gFrameClock = v4;
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}
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void CChoke::sub_84218()
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{
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atc = at8->at10;
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at10 = (int)totalclock;
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}
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void sub_84230(PLAYER *pPlayer)
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{
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int t = gGameOptions.nDifficulty+2;
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if (pPlayer->handTime < 64)
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pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
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if (pPlayer->handTime > (7-gGameOptions.nDifficulty)*5)
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
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}
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CChoke gChoke;
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END_BLD_NS
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